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davidbrinnen
PostPosted: Sat Apr 16, 2011 11:03 am    Post subject: hdri support in Grome? Reply with quote



Joined: 25 Mar 2011
Posts: 17

Is there (or are their any plans for) hdri support in Grome?

I was experimenting with the shadow mapped in Grome and thought, if I could load in one of my custom "ambient" hdr's (Bryce 7.1 will even generate these for me from the sky - which is handy) maybe apply it as a tonemapped backdrop and have it generated simulated light sources (even as few as 16 above the horizon give good results on terrains with bumpy materials) and then have this shadow mapped into a layer...

Much like using ambient occlusion maps, the trick I employ with Bryce is to capture complex shadow information in the ambient channels of the material and this then leaves me free light the scene with more simple lighting and retain the effect of high quality shadows.

In essence another variation on texture baking.
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ALicu
PostPosted: Sun Apr 17, 2011 1:44 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1328

Hi,

Graphite (our official renderer) will support HDR rendering in a future version so we may consider adding this to Grome too (as rendering in the viewport). But I cannot give you a specific date for it. Anyway, for now, for tests, you may try to include multiple layers in Grome, each with different exposure and mapped to low 8bit range.

Regards,
Adrian L.
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davidbrinnen
PostPosted: Sun Apr 17, 2011 1:53 pm    Post subject: - Reply with quote



Joined: 25 Mar 2011
Posts: 17

Adrian,

Thanks for that, it never occurred to me to include multiple shadow maps generated from different sun positions - I like it! Indeed, ldr is no issue since I would be supplying my own primary light source anyway and it is ambient shadows I am interested in "trapping" into the textures.

Cheers,

David.
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