Lighting

whiteball_croppedThis is how far I’ve come on the lighting. I’ve just wrapped the matching of the whiteball. My lighting setup consists of a simplified geometry of our real scenography with HDR textures mapped on it. The final gather will use this instead of a standard IBL-ball. I got the HDR textures onto my geometry by projecting our HDR panorama onto the geo. To boost my lights I use portal lights, which are designed for just that purpose.

By using real geometry instead of a IBL-ball gives me difference in cast shadows and occlusion at different places in the scene, and the scene geometry will receives shadows and reflections. It also increases/decreases exposure of different lights and reflections dependent on a more accurate distance. It takes a little longer to set up but I think it will pay off.

Here is my scene with the textures mapped: