it should look like this... pretty simple... my problem ist that my raytrace shadows do not want to work like this and also i want to avoid a border edge in the back that is caused by my lighting everytime...
i think it is not much work actually but i am too stupid for this i think...my chair model is ready so i only need the background... could someone make me a backgoround like on the pic? that would be so great and i would save much time...
You could use an environment similar to this(except maybe with one large area light). The key is using linear lighting. In this case, I'm using a sphere with a semi flattened bottom, for a seamless background make sure the curve between the floor and dome is very gradual. I'm assuming you're using mental ray.
Then you can to looking into render passes if you want to extract shadow and reflection information. Though, the lighting in the reference pic is very simple. This render uses the same dome environment with a single large Mental Ray area light.
I made a simple scene in maya2011 with all items necessary for your needs. It is set up in linear workflow how I use it on regular basis at our studio. Please have a look at the hypershade. I made a bookmark for you there called "setup". Here you can see all the shader, camera and environment connections. Please also take a look at the renderGlobals. The settings there depend on what is to be rendered (reflection/refraction counts, quality etc). Don´t mind the poor outcome of the rendering since I didn´t invest any time in tweaking the shaders, hdri (which is quickly made in photoshop), and scene overall. But I hope it clearly demonstrates how to devide beauty from reflections and shadows from a technical point of view.
If anyone points to -> why not use render passes? Unless we get an updated version of maya in the studio I stopped trying to make use of render passes in linear workflow a long time ago since autodesk never got the programming right.
things to have a look at:
1) Hypershade - bookmark:setup
3) overrides and settings in the shapeNodes of the objects