> The camera/mirror sphere/HDRshop method can handle every advanced scene 
> illumination (should even work with V6 GI) but it's very laborious...
> Mark

  The "camera/mirror sphere/HDRshop method" ? I'd be guessing you
are talking about using RS to capture HDRi images , in the same
way one would do so , in real life ? However , it is just a guess .

  The "very laborious" is also a bit of a mystery to me . Was
this method covered here and I missed it's journey into the void,
or is this considered to be 'common knowledge' , somehow ?

thanks in advance

garry






> Brilliant Matthias!
> 
> I tried it in scenes with volumetric fog and GI but it's no surprise that 
> didn't work. I was hoping we could now take 360 degree HDR environment 
> snapshots in any scene without much hassle, but it's a little more 
> restricted :(
> Still very useful, though!
> 
> Quote from the manual:
> "Surface Shading - Evaluates all surface shaders from surface geometry to 
> surface finishing. Illumination, reflections etc. are included. This option 
> can be used e.g. for reflection map creation. The viewing direction in 
> shading (which is relevant for reflection computation and some illumination 
> effects) is perpendicular to the surface."
> 
> The camera/mirror sphere/HDRshop method can handle every advanced scene 
> illumination (should even work with V6 GI) but it's very laborious...
> 
> Thanks & cheers,
> Mark
> 

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