or just an extra slider to blur the shadows? (no blur - blurry)
Sjonsjine
HDRI Sharp shadows
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Let's see, the sun has an area, which creates the soft shadows aka PENUMBRA (it doesn't hurt to use the right terms), if the sun was bigger the shadows would be softer, that is a more pronounced penumbra. Which is something nice to control (the sun size) to accentuate (or decrease) the effect of penumbra.
One curiosity, the shape of the sun's shadow is normally round; in forming eclipses the shape of the shadow is a half moon. It's really neat.

One curiosity, the shape of the sun's shadow is normally round; in forming eclipses the shape of the shadow is a half moon. It's really neat.

Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Hey,
Just jumping real quick on this conversation. I just purchased a licence octane to use for sculpture visualization, and I'm very excited about the results im getting with the renderer. I've been working as a freelance animator for a while, and it seems the whole sibl system by hdrlabs is a fairly standard workflow for dealing with hdri lighting on small scale jobs. Not sure if this could be implemented within octane, but just wanted to toss that out there.
-e.
Just jumping real quick on this conversation. I just purchased a licence octane to use for sculpture visualization, and I'm very excited about the results im getting with the renderer. I've been working as a freelance animator for a while, and it seems the whole sibl system by hdrlabs is a fairly standard workflow for dealing with hdri lighting on small scale jobs. Not sure if this could be implemented within octane, but just wanted to toss that out there.
-e.
| Octane Beta License | Win7 64bit | i7 Quad-Core 2.66ghz | 12 GB ram | Quadro FX 1800 | 2x GTX 480 {Cubix GPU Xpander} |
| Cinema 4D | Zbrush 3.5 r3 | 3D Coat |
| Cinema 4D | Zbrush 3.5 r3 | 3D Coat |
kubo: I was looking for a good HDRI for my project and found your post, just bought one from him too, very very nice HDRI, Thanks.kubo wrote:Well, I think I prefer Radiance solution, I like sharp directional shadows, and HDRI's usually don't really have a true high range, thus creating soft not directional shadows, I just bought 2 hdris from Peter Guthrie http://www.peterguthrie.net/blog/2010/02/hdri-skies/ that I'm using in my current project, and I have to say that they are over the top, but even those won't render really sharp shadows (much, much better than the average) , not in octane not in others, and the best solution, at least in my opinion, is a combo directional light + HDRI.
Just my 2 cents

http://www.OctanePowerTools.com
Octane Render Power Tools, Animation Tools for Octane Render
facebook | YouTube
Intel Core i7 920 @ 2.67GHz - RAM 12.0 GB
Asus P6T7 WS SuperComputer GTX 480
Octane Render Power Tools, Animation Tools for Octane Render
facebook | YouTube
Intel Core i7 920 @ 2.67GHz - RAM 12.0 GB
Asus P6T7 WS SuperComputer GTX 480
Sharper shadows in Hdri, yes. This tutorial is a must-read: http://bertrand-benoit.com/blog/2010/02 ... -lighting/... basically, you adjust the gamma of the hdri to get sharper shadows out of brighter areas...
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
@hmk, I'm glad you liked them, he's a very talented artist, I've learned a lot with his tutorials and I had heard great things of his HDRI's so I bought one to test it out and a few days later I got another one both for my latest job, I know I'll get more in the future 
@Proupin, that's a great tutorial on HDRI, I think you already pointed it out in some other thread, the only thing I could add is that it greatly depends on the HDRI, at least with pathtracing in Octane you have to watch out or those damm fireflies will swarm your scene like one of those great ICE tests by Face but without the color variation

@Proupin, that's a great tutorial on HDRI, I think you already pointed it out in some other thread, the only thing I could add is that it greatly depends on the HDRI, at least with pathtracing in Octane you have to watch out or those damm fireflies will swarm your scene like one of those great ICE tests by Face but without the color variation

windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Except for the fireflies/extra noise, it works wonderfulradiance wrote:there's a gamma control on our image nodes,
but it might not have the correct min/max limits.
if not, let me know and i can raise/change them.
Radiance
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/