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Sky

Postby samhal » Sun Feb 02, 2014 5:28 pm

samhal Sun Feb 02, 2014 5:28 pm
Ok you gurus,,,

I'm trying to replicate the blue sky when using daylight mode without using daylight mode.

I have a square prop loaded and colored blue. So far so good. What I want the the gradual transition from darker blue (higher up) to lighter blue moving towards the horizon. I just can't seem to get the effect using the gradient pin.

What I'm trying to do:
diffuse [Gradient]
input: starting blue
min: (either lighter or darker blue depending)
Max: (same as above)

Not working. Anyone have ideas or suggestions?

Thanks
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Re: Sky

Postby face_off » Sun Feb 02, 2014 10:26 pm

face_off Sun Feb 02, 2014 10:26 pm
Do you mean you want to illuminate the scene with blue sky, but without using Daylight? If so - can you use an blue sky/sun IBL image instead?

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Re: Sky

Postby samhal » Sun Feb 02, 2014 10:41 pm

samhal Sun Feb 02, 2014 10:41 pm
face_off wrote:Do you mean you want to illuminate the scene with blue sky, but without using Daylight? If so - can you use an blue sky/sun IBL image instead?

Paul


Thanks Paul, that's what I wound up doing. Just couldn't figure the gradient thing out. The sky image worked great!
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Re: Sky

Postby Erick » Mon Feb 03, 2014 5:09 pm

Erick Mon Feb 03, 2014 5:09 pm
The question asked here, had me curious as well.
So I tried it out, with a few quick tests.
I was loading a simple square mesh (Poser primitive) into the scene.
Once in the plugin, I was loading the gradient node into the diffuse pin of the mesh. Set min to pure white and max to pure black. In theory, so I thought, I'd get a nice smooth colouration/transition of the mesh from white to black (or vice versa). But well ... it's didn't work out LOL ... the more I tired, the more funny colours I was getting =) :lol: .. So I guess there's more to it, than just setting 2 colours and that's it ... =)
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Re: Sky

Postby samhal » Mon Feb 03, 2014 5:16 pm

samhal Mon Feb 03, 2014 5:16 pm
Erick wrote:The question asked here, had me curious as well.
So I tried it out, with a few quick tests.
I was loading a simple square mesh (Poser primitive) into the scene.
Once in the plugin, I was loading the gradient node into the diffuse pin of the mesh. Set min to pure white and max to pure black. In theory, so I thought, I'd get a nice smooth colouration/transition of the mesh from white to black (or vice versa). But well ... it's didn't work out LOL ... the more I tired, the more funny colours I was getting =) :lol: .. So I guess there's more to it, than just setting 2 colours and that's it ... =)


Pretty much what I got as well. Thanks for trying tho!! :D
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Re: Sky

Postby face_off » Mon Feb 03, 2014 9:57 pm

face_off Mon Feb 03, 2014 9:57 pm
So I tried it out, with a few quick tests.
I was loading a simple square mesh (Poser primitive) into the scene.
Once in the plugin, I was loading the gradient node into the diffuse pin of the mesh. Set min to pure white and max to pure black. In theory, so I thought, I'd get a nice smooth colouration/transition of the mesh from white to black (or vice versa). But well ... it's didn't work out LOL ... the more I tired, the more funny colours I was getting =) :lol: .. So I guess there's more to it, than just setting 2 colours and that's it ... =)

The gradient actually adjusts the color at different intensities. Octane Standalone implements Gradient better - where you can add more points to the gradient (the Poser plugin only has one point). So export to Standalone and experiment in there so better see what it's doing.

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Re: Sky

Postby roeland » Tue Feb 04, 2014 2:22 am

roeland Tue Feb 04, 2014 2:22 am
Yes, it works a bit like the Photoshop curves tool, the difference is that it maps a monochrome input to some color.

If you want to use it for the sky you need to give it an input which varies according to the latitude of the environment. You can use a saw wave, set the mapping to spherical, and the UVW transform to a 90° transform around the Z axis (this way the saw wave is mapped along the latitude instead of the longitude). The sphere transform inside the spherical mapping node can be used to rotate the environment sphere itself.

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Re: Sky

Postby Erick » Tue Feb 04, 2014 6:10 pm

Erick Tue Feb 04, 2014 6:10 pm
Ah, I see now.
Thanks for the explanation.

This entry here:

viewtopic.php?f=6&t=37439&start=20#p169452

was very interesting as well.
Made me notice, once more, how I had a totally wrong idea, of what this node actually does. =)
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Re: Sky

Postby samhal » Tue Feb 04, 2014 6:23 pm

samhal Tue Feb 04, 2014 6:23 pm
Erick wrote:Ah, I see now.
Thanks for the explanation.

This entry here:

viewtopic.php?f=6&t=37439&start=20#p169452

was very interesting as well.
Made me notice, once more, how I had a totally wrong idea, of what this node actually does. =)


Yep, that makes two of us!
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