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Emmanuel
11-12-2013, 12:02 PM
Hi folks,

I have a noob question: what is the difference/advantage/disadvantage of using an HDR image to light the scene through imageworld compared to mapping it on a sphere ?

jwiede
11-12-2013, 12:22 PM
Hi folks,

I have a noob question: what is the difference/advantage/disadvantage of using an HDR image to light the scene through imageworld compared to mapping it on a sphere ?

Not certain this is still the case, but mapped on a sphere explicitly puts that sphere object "behind" all other scene objects, which can be useful for depth passes. In contrast, ImageWorld uses the background (IIRC) which isn't always portrayed in a desirable manner by depth passes.

prometheus
11-12-2013, 03:52 PM
you get openGL feedback from a mapped texture in a sphere, and you can manually control rotation without jumping in to the environment module interface, it might be easier to add sunlight to match the sunspot on the sphere map
if it is there too.

Sibl is something you would look in to when working with hdr image based lighting.

http://www.hdrlabs.com/sibl/archive.html