High Dynamic Range Image - most commonly used in 3d apps to provide environment and lighting. I don't have any lights in the scene, it's all baked into the HDRI
High Dynamic Range Image - most commonly used in 3d apps to provide environment and lighting. I don't have any lights in the scene, it's all baked into the HDRI
So you are saying you used the image in the link as your backdrop or is the download about settings. My initial question (ambient occlusion) is about render settings that make the gaps and grooves dark and dirty looking.
High Dynamic Range Image - most commonly used in 3d apps to provide environment and lighting. I don't have any lights in the scene, it's all baked into the HDRI
So you are saying you used the image in the link as your backdrop or is the download about settings. My initial question (ambient occlusion) is about render settings that make the gaps and grooves dark and dirty looking.
Yes, the image is the backdrop.
Ah, OK. Yeah the shader on the hovertruck uses the ambient occlusion node for the crevices and an edge detection node setup for the edge wear on the corners.
How do you manage that it looks like your models actually standing on the ground?
Add a plane, scale it up so the shadows aren't cut off, then in object properties check the box next to shadow catcher.
There are addons that make mapping the HDRI to a dome and ground plane easy, but I prefer just using a shadow catcher and finding a good camera angle.
Okay cool, that's fairly simple. Thanks. Your models also seem to be on scale with the backdrop. Was that just luck or do you scale your models so that they fit the background? Scaling up or down the hdri so that it fits the model doesn't seem to work.
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It's a HDRI from Polyhaven, specifically this one.
So you are saying you used the image in the link as your backdrop or is the download about settings. My initial question (ambient occlusion) is about render settings that make the gaps and grooves dark and dirty looking.
Ah, OK. Yeah the shader on the hovertruck uses the ambient occlusion node for the crevices and an edge detection node setup for the edge wear on the corners.
Add a plane, scale it up so the shadows aren't cut off, then in object properties check the box next to shadow catcher.
There are addons that make mapping the HDRI to a dome and ground plane easy, but I prefer just using a shadow catcher and finding a good camera angle.