Something simple, but super cool and fun!
Try loading an HDR image and adjusting its rotations. This gives a super cool realtime lighting experience that was not possible before for me at least.
I love it
HDRI Rotation
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- gpu-renderer
- Posts: 106
- Joined: Sat Jan 30, 2010 9:45 am
I wish there was a scale feature :0)
i7 920 2.66ghz quad core, gtx 285, asus p6t, 6gb OCZ 1600mhz ram, Windows 7 64bit ultimate. Nvidia cuda Driver v3 Nvidia display drivers V193.13. Octane beta 2
- gpu-renderer
- Posts: 106
- Joined: Sat Jan 30, 2010 9:45 am
And also HDRI cloud cast mapping onto a model to simulate the sutle shades of enviroment and sunrays. (unreal engine 2 and 3 does this for games why not for octane) :0)
i7 920 2.66ghz quad core, gtx 285, asus p6t, 6gb OCZ 1600mhz ram, Windows 7 64bit ultimate. Nvidia cuda Driver v3 Nvidia display drivers V193.13. Octane beta 2
A straight line is always the shorter path between two points...
Except if the points are not facing each other
Except if the points are not facing each other

http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
I think they mean scene scale. Then you can control DOF and caustics better. That with HDRI rotation allows awesome control of the rendering experience.
Win7 64| Two GTX 470s | Phenom II 920 | 8 GB
Win7 32| GTX 260 | Athlon X2 5000+ BE | 2 GB
Win7 32| GTX 260 | Athlon X2 5000+ BE | 2 GB
True, in some scenes depending on the scale of the model its impossible to have the HDRI blurredThen you can control DOF and caustics better
But the best thing would be that the dof slider goes beyond 10, sometimes 10 is not enough

What does the HDRI scale change to caustics ?
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
well, you cannot scale HDRI's as they are infinite size domes around the render.
scaling the dome which does'nt exist would also make no difference.
scaling the scene might change things, and this will be possible in the near future with the transforms and instances on mesh nodes,
but then i would'nt recommend this at all as you'll lose your correct units and the whole texture system will be messed up.
Radiance
scaling the dome which does'nt exist would also make no difference.
scaling the scene might change things, and this will be possible in the near future with the transforms and instances on mesh nodes,
but then i would'nt recommend this at all as you'll lose your correct units and the whole texture system will be messed up.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
- gpu-renderer
- Posts: 106
- Joined: Sat Jan 30, 2010 9:45 am
If a hdri map is assigned what about using a 360 degrees single row panoramic image as a object in the scene would that still allow the hdri light to work on the main center scene or will block out light due to its size in the model.
I have 100mb 360 environment panos for displaying around some 3d houses. Trying to find the best solution + hdri in place. Hdri on its own looks odd due to scale issues and also the textures are always vertically stretched to high. Yet in a 2d paint program they have a perfect image ratio of 3:2.
HDRI maps do they use direct light or are they global illumination only.
i dont want this object to over shadow the main house model.
Any help would be welcomed
I have 100mb 360 environment panos for displaying around some 3d houses. Trying to find the best solution + hdri in place. Hdri on its own looks odd due to scale issues and also the textures are always vertically stretched to high. Yet in a 2d paint program they have a perfect image ratio of 3:2.
HDRI maps do they use direct light or are they global illumination only.
i dont want this object to over shadow the main house model.
Any help would be welcomed
i7 920 2.66ghz quad core, gtx 285, asus p6t, 6gb OCZ 1600mhz ram, Windows 7 64bit ultimate. Nvidia cuda Driver v3 Nvidia display drivers V193.13. Octane beta 2
Hi,
HDRI maps provide direct lighting / ambient occlusion light with the directlighting kernel, and both direct and indirect eg global illumination with the pathtracing kernel.
regarding scale,
we use latlong style images, so your aspect ratio should be 2:1 eg 2x as wide as it's height for example 2048x1024.
if you use a 3:2 aspect panorama you will get horizontal compression.
Radiance
HDRI maps provide direct lighting / ambient occlusion light with the directlighting kernel, and both direct and indirect eg global illumination with the pathtracing kernel.
regarding scale,
we use latlong style images, so your aspect ratio should be 2:1 eg 2x as wide as it's height for example 2048x1024.
if you use a 3:2 aspect panorama you will get horizontal compression.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB