Tag Archives: blender

HDRI coastal environment and back plate tests

making of hdri car render

Its been a while since I created a new CG scene, and I had an entire HDR environment shoot + back plates that were burning a hole in Lightroom, doing absolutely nothing. The shoot is from early this year from the south of Adelaide (on the coast) here in South Australia, which, …

Read More »

Clamped MDRIs vs Un-Clamped HDRIs.

What are clamped or un-clamped HDRIs? I’ve been writing about this a lot lately as I think HDRIs in general are often used only for ambient lighting, when in fact if shot correctly, they can be used in a much simpler (and more realistic), 1-step lighting workflow. Originally I made …

Read More »

Linear Nuke HDRI Time-Lapse Tests

Finally got a hold of a copy of Nuke and I’m happy to report that the first test sequence of frames is rendering out as I type. Should take around 8 hours, and from there I’ll do a test IBL rendering/animation and make sure all the frames look ok. Then …

Read More »

Flickering in Blender Octane Test Animation

So what I struggled with previously was flickering inside the camera due to the aperture not opening and closing the same amount every time. I’ve fixed that particular issue, and in this render below, flickering is actually caused by cloud movement blocking the sun every few frames or so: I’m …

Read More »

3rd Time-Lapse HDRI Sky Dome

This is another older HDRI sky shot at f3.5. As a test, I developed the NEFs with -2 exposure per bracket in order to try and get more dynamic range. However, I’ve since been informed that changing exposure like this doesn’t exactly achieve much, and results in a slight loss …

Read More »