I couldn’t find the appropriate category, so let me ask it here
Assign an HDR image to the Dome light, and use the character and
When compared to the character, the HDR image appears to have a larger Sacle effect.
Is there any way to adjust this?
Also, as in the above link
I would like to have a hemispheric setting, so that the character is set on the ground, is this possible with the current DomeLight functionality?
I think a spherical HDR image is applied with the current Dome light.
Hello @AtsushiMiyazono! Have you tried adjusting the Texture Format of the HDR file?
There are 5 different formats you can set it to:
automatic: Tries to determine the layout from the file itself. For example, Renderman texture files embed an explicit parameterization.
latlong: Latitude as X, longitude as Y.
mirroredBall: An image of the environment reflected in a sphere, using an implicitly orthogonal projection.
angular: Similar to mirroredBall but the radial dimension is mapped linearly to the angle, providing better sampling at the edges.
cubeMapVerticalCross: A cube map with faces laid out as a vertical cross.
I will need to check with the team about a hemispheric setting. I’ll post back when I have more information for you!
Thank you for your reply.
I tried above these format. But it wasn’t resolved.
The latlong format appears to be correct, but
However, the Scale is still too large and the asset looks like a miniature.
Is there a parameter that adjusts scale for HDR images?
Would it still be possible to resolve the sense of scale unless it is an open outdoor space or something, rather than a small space?
It is not possible to change the scale, as the dome light is infinitely-sized.
An alternative would be to have a sphere with flipped normals and an emissive material applied with a high intensity. In the Environment Browser, the skies are such spheres for example.
Hope it helps!
I understood the content.
I’ll give it a try.