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env-map rotation
Posted: Tue Jan 20, 2009 4:47 am
by ropel
Would it be possible to add a rotation matrix to an env-map (round the vertical axis should be enough) just to set which part of the background will be in front of the camera without having to change (shift) the original exr file ?
Posted: Tue Jan 20, 2009 12:08 pm
by OnoSendai
Already added.
Posted: Tue Jan 20, 2009 12:20 pm
by Borgleader
Yayz!
env-map rotation
Posted: Tue Jan 20, 2009 6:56 pm
by ropel
Wow, Thanks a lot Ono !
Before writing I searched the option both in the latest manual and into the forum, but I never found it.
Is it to be released in a future release or my search wasn't so smart ?
Posted: Tue Jan 20, 2009 7:09 pm
by Big Fan
its in 1.1.15 but you would never know cos its buried in the testscenes .zip
unless of course you were paying attn to my posts asking about it and showing it trialed in my blendigo version
and, ono still hasnt answered my question about lat-long...all in all looking forward to 1.1 stable (finally!) and moving on to other activities.

Posted: Tue Jan 27, 2009 5:54 am
by Lord of the Rings Junkie
Sweet, I can't wait until Blendigo supports EXR rotation.

Posted: Tue Jan 27, 2009 6:11 am
by crojack
I would like to see placement as well as rotation. We've had rotation in Skindigo for awhile and it is very nice, but still now control over size of the exr or placement or anything. I know other renders have this ability. It would be a big help for outdoor scenes!
Posted: Tue Jan 27, 2009 7:13 am
by CTZn
I'm finding the request strange. By design the placement must be the center of the scene (where the probe was), it acts like an infinitely far away source so scale doesn't matter, why should one care about ?
As it was mentioned recently, you can drop the environment lighting and apply the exr to the emission of a big reverted sphere.
Posted: Tue Jan 27, 2009 8:02 am
by crojack
hmm, maybe I'm not being clear, mostly because I'm not sure how it works in other renderers. But, I know that there needs to be some control over the exr, other than painting it onto a giant sphere and making it an emitter.
I don't think that materials can be exr's can they? At least I haven't seen that option in Skindigo.
Posted: Tue Jan 27, 2009 8:45 am
by Zom-B
crojack wrote:I don't think that materials can be exr's can they?
Indigo 1.1.6 changelog wrote:* added EXR as supported texture format.
in C4D if a EnvMap is used for the c4d sky dome, the orientation is exactly the same as in the indigo EnvMap, so rotating the scene is quite easy here and you have still a live preview

Posted: Tue Jan 27, 2009 8:57 am
by crojack
thanks Zomb, I didn't know that.
going to check it out now!
Posted: Tue Jan 27, 2009 2:45 pm
by Whaat
Big Fan wrote:its in 1.1.15 but you would never know cos its buried in the testscenes .zip
Yeah, you gotta love those hidden features of Indigo. Here are some other lesser known ones:
Code: Select all
<noise_free_in_one_minue>true</noise_free_in_one_minute>
<use_way_less_memory>true</use_way_less_memory>
<quit_crashing>true</quit_crashing>
<BbB_mode>true</BbB_mode>
(sorry BbB...spoiled your secret)
Posted: Mon Feb 09, 2009 5:41 pm
by Whaat
Big Fan wrote:its in 1.1.15 but you would never know cos its buried in the testscenes .zip
unless of course you were paying attn to my posts asking about it and showing it trialed in my blendigo version
and, ono still hasnt answered my question about lat-long...all in all looking forward to 1.1 stable (finally!) and moving on to other activities.

anyone want to save me some time and tell me which test scene this is located in?

Posted: Mon Feb 09, 2009 6:11 pm
by Big Fan
go to Ono's 1.1.15 release post and see the 'background testscenes zip'