VRED provides two kinds of environment nodes. One gets it representation and lighting behavior from a texture file and the other one simulates the position of the sun depending on world time and location.
An environment node provides a textured surrounding with shadow plane on its ground. Its texture affects the representation of all scene-related materials. The creation dialog box asks for this texture. It generates the dome and shadow plane automatically.
Environments add realistic reflections and lightsources to the scene. Use Sphere Environments in Truelight Material for this. They deliver precomputed Image-Based Lighting (IBL) for their assigned Truelight Material. The lighting of a Truelight Material can be adjusted with the settings of the Sphere Environment. Each Sphere Environment can be assigned as an input node of each Truelight Material in the Material Editor (see General Truelight Material Settings > Common > Environment). The Sphere Environment is a single-sided shader in OpenGL rendering mode.r
The Sphere Environment gets its representation and lighting behavior from a texture file.
Environment Material
Environment - Loads the HDR image to be used as the lightsource. The HDR image is used as an environment, which is reflected on reflective surfaces in OpenGL rendering. In raytraced rendering, the 3D space is reflected in the surfaces. LDR (.png and .jpg) can also be loaded.
Click to locate and assign a texture. When a texture is assigned, the path and filename are displayed in the field to the left.
Use Image Sequence - Select when an image sequence is loaded in the Use Texture box. This uses an image sequence as a texture. The image name for the sequence will be generated based on the filename and the image number. Use the Curve Editor to animate the image number. Go to Animation > Timeline. Click play to view the animated image sequence on the material.
For a group of images to be considered an image sequence, there must be at least two images with the same name with an increasing numeric value. The required naming format is name, number, and extension. For example, image000.png image01.png.
Glossy Quality - Defines the quality for the precomputed glossy IBL. Also, use it for the precomputed raytracing mode. This is not for Full Global Illumination. The entries are internally specifying a sample amount per pixel and correspond to the following values:
Low - 256 samples
Medium - 512 samples
High - 1024 samples
Ultra High - 2048 samples
Higher values generate better the visual quality. Lower values are computed faster.
Shadows and Illumination
HDR Light Studio
The HDR image of a Sphere Environment can be interactively created using HDR Light Studio by Lightmap LTD. This part of the GUI is visible, if a demo or full version of HDR Light Studio detects VRED on startup.
Video captions: VRED offers you a direct connection to HDR Light Studio. Open the Material Editor, select DefaultEnvironment, and set it to visible. Open the HDR Light Studio section and start the HDR LS plugin with Edit & Load Settings. Create a light and change its position. You immediately see the update in the VRED window. Create as many lights as you want to and place them in another position. Minimize HDR Light Studio. You can use HDR LS in OpenGL, as well as in raytracing. Activate Raytracing in the toolbar. In VRED, you can also lace lights by using light painting. Activate LightPaint and choose the mode, Reflection Painting, in order to arrange mirroring of the highlights on specular materials. By using Shift + left-click on your geometry, you can place your lights directly in the render window. Select another light in HDR Light Studio. Select Illumination Painting directly to illuminate diffuse materials. Shift + left-click on a diffuse material. Select another light in HDR Light Studio. Choose Rim Painting in order to place a light directly in the environment. You directly position your light source with Shift + left-click. Shift + right-click enables you always to select the light you want to adjust. This way, you can select and move lights in your VRED render window without opening the HDR Light Studio Surface.
LightPaint - This feature has been available since HDR Light Studio version 4.0. Integration of LightPaint within VRED allows you to directly click the VRED Render Window for positioning lightsources in the HDR image.
For example, the current lightsource reflects in that position. Refer to the HDR Light Studio manual for detailed information on the different painting modes. Choosing one of the three painting modes activates the Paint tool in the VRED Render Window. Hold SHIFT and click within the scene to place the selected lightsource in the HDR Light Studio canvas. Hold SHIFT and right-click within the scene to select a lightsource. The active painting mode is used to determine the light node in the HDR map.
External UI - Contains two buttons for working with area lights and HDR Light Studio.
Show - Displays the HDR Light Studio window, if previously closed.
Quit - Shuts down an HDR Light Studio background process (HDRLightStudio.exe
) and free up the license. Once all edits have been made in HDR Light Studio and the HDRI saved, click the Quit button to release the HDR Light Studio license for others to use.
Color Correction
Transformation
The source of spherical projection of the Sphere Environment material can be set with transformation parameters.
Manipulate - Activates/Deactivates the interactive environment texture manipulator in the render window. This function requires a selection in the Scenegraph and a single selection in the Material Editor. Use it to rotate, scale, and translate your environment material.
Raytracing
These settings take effect in Raytracing Mode only.
Use Accurate Geometry - When selected, uses the real environment geometry, for more accurate diffuse and glossy illumination in Precomputed+IBL and Full Global Illumination Mode (at the cost of a 20 to 25 percent performance hit compared to the default finite sphere environment). It is disabled by default, so all diffuse and glossy reflection calculations are based on the virtual sphere of the environment.
This option is only supported for diffuse and glossy environment reflections.
Importance Map Quality - Adjusts the resolution of the importance map to the environment.
The following Python scripts were added for working with importance maps: getImportanceMapQuality()
and setInteractiveIblSamplingQuality(value)
.
Shadowing - Defines the shadowing used for the environment shadows in the Illumination Mode, Precomputed+Shadows, for the shadows on the Shadow Material and for the shadow lightsources generated for the environment.
Upper Hemisphere - Generates shadows based on the upper hemisphere of the environment.
Full Sphere - Generates shadows based on the full environment sphere.
Override IBL Sampling Quality - If enabled, the setting overrides the global IBL Sampling quality for sampling the environment map.
Interactive - Sets interactive IBL sampling quality.
Still Frame - Sets still frame IBL sampling quality.