update / edit:
added more findings and updated the .zip file with some more dome .obj test files with flipped V and a spherical UV alaman64 wrote:So how can i get this done?
If i have a dome or half a dome that has floor and sky, would i be able to apply and HDRI texture to the dome and light the scene that way? I do remember seeing blackbody texture emission, do you think that would work?
Which HDR image from which product are you using?- - -
I did some tests but was so far not able to figure out a solution how to use a HDR image set up for a sphere to use on a dome with ground plane.
There was always distortion on the ground.
- dome flipped normals and flipped V
@ blackbody emissionIf you are familiar with adjusting the proper power settings for the HDRI environment you can use a similar workflow to find the optimal settings for texture emission.
Using the HDRI environment seems much more intuitive though. I am still having issues finding the right balance of values when using texture emission with sky spheres or domes...@ UV issuesIt seems you have to use a dome with inverted normal facing inwards to see the texture.
You may also need to flip the V coordinate before exporting the dome from Zbrush to DAZ Studio.
I tried with experimenting with the following values
- the UV settings in Zbrush
- the "projection mode" in OctaneRender
- Which UV settings for a dome to use a sphere UV without ground distortion
Nevertheless I was not able to find a combination so it is possible to use a map that was created for a spherical UV and apply it to a dome with ground plane without getting the ground area distorted.
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If someone wants to keep trying the updated .zip with a WIP dome .obj and two .ztl is added...
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