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# 9 02-04-2012 , 09:14 PM
Falott's Avatar
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Join Date: Jan 2005
Location: vienna
Posts: 1,095
Hello again!

I tried to condensate my testings and needs into this one little test scene I´ve aded. the scene consists of a reflective object and a non reflective background plane.

there are 3 stages which show a little bit of the problems I am confronted with. my intention is to skip the reflections given by the IBL and use another hdr to reflect in the sphere.

I made 3 renderlayers with overrides to show the different connections, but just to explain here quickley:

stage1 (IBL reflecting)
- reflective sphere
- background

stage2 (IBL reflecting)
- reflective sphere (no changes)
- background (cutOut Opacity mapped in the shaders advanced tab)

stage3 (envBall reflecting)
- reflective sphere (envBall with different HDR mapped in the shading engines Environment slot)
- background (cutOut Opacity still mapped)

in stage 2 I try to get rid of the sharp reflection line from the background object.
in stage 3 the new envBall environment blends very strangely into the gradient of the background. how can I get rid of this?

and secondly the envBall doesn´t output the HDR same as IBL. I read once that it does some kind of image flipping. but no mather how I flip or rotate the envBall, I can´t get a similar results as from the IBL.

is there a global procedure how to use 2 different HDRIs for FG casting and reflection for all materials in the scene at once? or maybe just for one material working that would already be grat help.

thx

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File Type: zip ReflectionSplitter.zip (611.3 KB, 277 views)

everything starts and ends in the right place at the right time.