[Sidefx-houdini-list] visualizing env light hdr
Nick.Boughen at cis-vancouver.com
Mon Jul 25 16:34:47 EDT 2011
We made an .otl that does exactly this, since we do this all the time. Only difference is you need the shop network inside the sop.
From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Alvaro Castaneda
Sent: Monday, July 25, 2011 1:15 PM
To: sidefx-houdini-list at sidefx.com
Subject: Re: [Sidefx-houdini-list] visualizing env light hdr
Here's what I do
Create a big sphere for reflection
add polar uv to that
add a constant shader with the Hdr in as the color map
assign that to the sphere
in the constant shader go to the openGL tab
break the connection on the OGL Emission attrib
and set that to black
that'll bring the image into the sphere
hope that helps :P
On Mon, Jul 25, 2011 at 2:03 PM, Jeff Wagner <jeff at sidefx.com> wrote:
> Here's one way.
> Assuming you already have an Environment Light in your scene set up.
> Plop down a sphere in the center of your scene.
> Enable High Quality Light Shading (either from viewport right hand toolbar
> or display options Effects tab).
> Sampling Angle to 0 on your Environment Light. The only way to enable the
> parm is to flip the Rendering Mode to Ambient Occlusion, set Sampling Angle
> to 0, then you should see the sphere reflect the environment in the
> Set the rendering mode back to whatever it was before you changed it
> (Direct Lighting is the default).
> The sampling angle remains at 0. You aren't wisywig at this point btw.
> On 11-07-25 8:47 AM, zoran arizanovic wrote:
>> what would be the best way to setup a scene so i could see hdr on a env
>> in the viewport
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