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Thread: Baking Physical Sky results

  1. #1

    Baking Physical Sky results

    Is it possible to bake the sky generated when using the Physical Sky in the Environment light in 2020?
    I got it looking the way I want it to and want to bake it out to use as an hdri.
    Skytracer 2 will bake it out, but I cant get the same look with it at all.
    Rob Depew
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  2. #2
    Quote Originally Posted by lwanmtr View Post
    Is it possible to bake the sky generated when using the Physical Sky in the Environment light in 2020?
    I got it looking the way I want it to and want to bake it out to use as an hdri.
    Skytracer 2 will bake it out, but I cant get the same look with it at all.
    Hi,
    you can use the VR Camera to render an 360° image of your sky (Type: Spherical, Horizontal FoV: 360°).
    Save it as OpenExr or hdr (use linear color space).

    ciao
    Thomas
    Web: www.dieleinwandhelden.com

    I use two pieces of the three-piece application with mocap module.

  3. #3
    Ahh ok, thanks. I knew there had to be a way.
    Rob Depew
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    Lightwave3D 2020.0.2, Unreal 4.26...
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  4. #4
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    Actually, while people are discussing Physical Sky, what's the best way to combine it with clouds?

    I don't think it can be combined with the clouds of Skytracer (or can it?) so do we make our own volumetric or procedural clouds?

  5. #5
    You'd have to either use volumetrics like vdb or something. Sadly Skytracer wont work together with Physical Sky. That would be too easy..lol.
    Rob Depew
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  6. #6
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    Quote Originally Posted by lwanmtr View Post
    That would be too easy..lol.
    Thought so. Oh well, will leave that for another day then...
    Last edited by kyuzo; 11-16-2020 at 06:34 AM. Reason: My spelling sucks...

  7. #7
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by lwanmtr View Post
    You'd have to either use volumetrics like vdb or something. Sadly Skytracer wont work together with Physical Sky. That would be too easy..lol.
    VDB not recommended for larger skyscapes, just use the primitive item volumetrics, you need several items to cover distance clouds and middle and foreground, you can use large scale items, and smaller as well and make them more cluster like and manage within null master groups, not as easy as infinite clouds..but I have told them too many times they need to implement the infinite volume cloud layer.

    You can also use textured environement together with physical sky and try to make some fast easy clouds that way, takes a bit more work and not physicly realistic in terms of lighting and shading, just fake volume hack feel with gradients.


    Ozone from vue and ogo taiki was decent, but isnīt compatible anymore..and further more not developed, so the range of options have decreased.






  8. #8
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    Thanks Prometheus, they look really nice. I might have a play with that a bit sooner rather than later.

  9. #9
    Yeah, I forgot about primitive volumetrics..thanks for reminding me (though I otta have remembered, since one of my scenes has a bunch..lol).
    Rob Depew
    Modeler/Animator/Editor
    Web Portfolio
    My Patreon
    YouTube
    Lightwave3D 2020.0.2, Unreal 4.26...
    Threadripper 32 core , 64gb, GTX-1070
    Asus ROG i7-10875H x 8 , 64gb, RTX-2070 Super

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