wish: separate environment option

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v-cube
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Hello,

I posted this a while ago in the "which feature do you need the most" thread, but since it is pretty buried there I dare to post it again, since I believe this is a feature which is commonly accepted to be a basic necessity in most render engines, at least in vray and thea this is standard.

here it goes:

I often experience nasty halo effects around rendered elements (such as trees) which are due to the fact that I use a certain multiplier for my hdri map to archive nice lightning conditions, which result in an overexposed sky.
When composting the rendering in PS with a normal exposed, darker sky, my trees are have a white bluish border, because they are antialiased against the overexposed background.

coming from vray,I remember we had there 3 additional environment multipliers, besides the illumination one :

1. Environment Illumination
2. Environment background
3. Environment reflection
4. Environment refraction

while this might not be 100% physically correct, it was a good thing to solve these everyday problems, especially the background multiplier.

thanks for your feedback

Andreas
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bepeg4d
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Hi Andreas,
I understand your request, but unfortunately for Octane should be necessary to load in VRAM many HDR files that in general are huge, I guess :roll:
About the specific example posted by you, have you tried with HDR + Physical Sun, instead?
In this way you can have different exposition between the illumination and the background :rool:
Another useful trick is to change the power of the HDR sun in PS, so you can have more light without overexposing the background, there are some tutorials online about this technique... let me know if you cannot finf one ;)
ciao beppe
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v-cube
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Thank you very much for your feedback beppe, it is good to know I am not the only one :-)
I have really tried every workaround I can think of, including HDR+ physical sky and working on the HDR images, but that does also resort in altering the lightning composition, which may already be optimal... so this is not ideal...
I even tried to use a hemisphere with normals pointing inside and an invisible emitting light material with the HDR map assigned to it to be able to lower the background HDR while maintaining a certain light level, but all with limited success.
I understand your remark towards the vram usage but 1. since it would be an option, you are not forced to use it you are low on vram, 2. you could use a lower res version for the lightning , saving vram, 3. you can use the new "out of core" feature to extend the vram... 4. It would even be a start to be able to use the same HDR image with just different settings for power / rotation / gamma....

such a feature would really make my life easier...

best

Andreas

bepeg4d wrote:Hi Andreas,
I understand your request, but unfortunately for Octane should be necessary to load in VRAM many HDR files that in general are huge, I guess :roll:
About the specific example posted by you, have you tried with HDR + Physical Sun, instead?
In this way you can have different exposition between the illumination and the background :rool:
Another useful trick is to change the power of the HDR sun in PS, so you can have more light without overexposing the background, there are some tutorials online about this technique... let me know if you cannot finf one ;)
ciao beppe
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v-cube
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Here is a picture from the vray environment tab...
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v-cube
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...and here is Thea Studio....
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thea environment tab -  different settings for light, reflection , background and refraction
thea environment tab - different settings for light, reflection , background and refraction
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v-cube
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...also Arion has the option of using separate pictures for IBL and background...
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mark0spasic
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+1 on separate environment option ;)
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senorpablo
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As does Mentalray and Iray.
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v-cube
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...so we can agree, basically every other render engine has it...

There is a reason for it
--> this is a basic feature!

Please, please, please otoy

We need this!

Andreas
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Goldorak
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v-cube wrote:...so we can agree, basically every other render engine has it...

There is a reason for it
--> this is a basic feature!

Please, please, please otoy

We need this!

Andreas
Thanks for feedback. We'll consider this later in 3.x once we get through the rest of the to-do list.
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