Got carried away, but having fun messing about with Hannes working file. This is far from any attempt to duplicate the reference image posted by archonforest in Discussions/Chrome Surface but just to doing some Terragen options. Thanks Hannes for providing your setup.
Lighting is by use of luminosity sphere surrounding the scene. It is left fully visible in this case so it is providing the far background and what can be seen in the reflections. There is also a weak standard sun in this render just to supply some cast shadows (very faint) on the tile ground.
The HDR - light probe image used* is a gallery room interior captured by Bernhard Vogl.
Some of his probes are at http://dativ.at/lightprobes/
*I changed the original mirrorball type probe into lat-log format with a dedicated C4D conversion tool.
Very nice. I like the fly! So the background is an illuminated image, interesting.
Wow! Cool!
Would like to know how did you achieved that shinny metal ball on the right. Never seen anything like that before.
Cool! :) :) :)
8) 8) 8) ;D
Thanks all,
A couple smaller examples showing the results with the HDR luminosity sphere set to be invisible.
One with dark gray background cube sitting behind the balls. One with no cube but planet atmosphere rendered. The main render used no planet atmosphere or planet surface. They were set not to render in the planet object.
In both examples the HDR driven luminosity of the outer sphere, though not directly visible, still lights up the scene and reflection of that invisible sphere is still rendered because the Visible to Other Rays is checked on and when fully Ray traced reflections are used (as they are on most of the balls) they reveal the image of the outer sphere because of Other Rays.
archonforest - the chrome sphere uses a pure black diffuse color and its reflective shader has reflection set to 1.0. Roughness is 0.01, Ior is 9. Highlight is .5
Nothing special really, I think the complex HDR light reflections and all the surrounding ball objects reflecting back make it look more fancy than it is. The main render did use Ray Detail Multiplier of 0.6 for increased accuracy (and more calculating time) of all reflections.
:) Cool, fake IBL.
Keep experimenting.
Those are some nice materials you have there.
Quote from: fleetwood on December 23, 2016, 11:56:31 AM
archonforest - the chrome sphere uses a pure black diffuse color and its reflective shader has reflection set to 1.0. Roughness is 0.01, Ior is 9. Highlight is .5
Nothing special really, I think the complex HDR light reflections and all the surrounding ball objects reflecting back make it look more fancy than it is. The main render did use Ray Detail Multiplier of 0.6 for increased accuracy (and more calculating time) of all reflections.
Thx for the data fleetwood! It looks awesome.
Cool -- coool -- coooool! 8)
Fleetwood I am not getting that metal color that you have there whatsoever. Would u mind to share that ball in a tgd so I can see it pls?
No problem. Here's a tgd. Has some clouds and stones as something for the sphere to reflect.
Tku!
Quote from: fleetwood on December 23, 2016, 08:36:51 AM
The HDR - light probe image used* is a gallery room interior captured by Bernhard Vogl.
Some of his probes are at http://dativ.at/lightprobes/
*I changed the original mirrorball type probe into lat-log format with a dedicated C4D conversion tool.
I found this program a while back but haven't had time to explore it but as you're using HDR images I thought I'd share the link.
https://sourceforge.net/projects/qtpfsgui/?source=typ_redirect
Thanks Bobby, I'll take a look at it.
Quote from: fleetwood on December 25, 2016, 11:54:54 AM
Thanks Bobby, I'll take a look at it.
NP, merrie christmas...the most expensive gift I can give this year is freebies...sigh...