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Image Based Lighting allows you to light your scene by applying an HDR image (high dynamic range image) to a virtual sphere that encompasses your scene. This is useful if you want your 3D model to appear as if it is actually in a real environment. The scene will be lit according to the properties of the HDR image and reflections from this environment will also show on your models. You can use an .HDR, .MXI or .EXR image for the IBL. These three image formats store high dynamic range data, providing accurate environment lighting. Please note that the images used for IBL should be in the Latitude/ Longitude format (the width should be twice the height). Images in “strobes” or “cross” formats will not work correctly.

Stack! Studios //  www.stack-studios.com


Global IBL Settings

  • Intensity: A global intensity multiplier that affects all the IBL channels (background, reflection, refraction and illumination).
  • Interpolation: This option can be useful when you have a low resolution HDR map and you see pixelization in the HDR map when it is seen in the background, in reflective objects or through transparent objects. The pixels in the map will be interpolated to try and “blend” the pixels together to avoid the pixelated look.
  • Screen Mapping: Select if you want your map to be applied spherically (disabled) or in a planar screen fashion (enabled). 

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