no,no, no Andrew today it's not christmas day!!!! You can't give people the best things in the world just like that It's too much. It's too much good in one person. You are the best Santa Claus ever.
Actually jpeg images can work just as good because you don't need 10bit images for lighting because the rough surfaces on your model are going to blur it and if they have 0 roughness the renders are usually 8bit images and you won't notice it unless you change the exposure of the camera. Also it is not HDR(high dynamic range) it is HDRI(high dynamic range image) or HDR image
With the regular textures and the Lite plan, can you download *up to* or only *below* 3K textures? During the trial I wasn't able to use the credits for 3K textures (and often the one below it was only 1k) so is that normal or only during the trial? 🤔
Just wanted to ask, does this video talk about the use of HDR (High Dynamic Range) or HDRIs which are basically HDR images for lighting an environment?
Hoy! Are these HRDs (Poliigon ones) the same as the ones available on Pro Lighting Skies? Or are they different? If they are different, are they compatible with the plugin (I'd assume yes, since it's quite easy to add any HDR to ProLS)?
Hey! They're the same as the ones in Pro-Lighting Skies. Poliigon now has the raw HDR files for users who don't need a plugin, or are using a different 3d software/renderer. Cheers!
+SlyNine blenderguru.com/product/pro-lighting-skies/ It's a bit expensive, and I think the demo version was removed (if there was even one, can't remember). You're mostly paying for the HDRs and not the plugin itself, so if you have access to Poliigon, you are probably fine without the plugin. It (the plugin) is quite easy to use and makes things more user-friendly, but there's nothing you can't do without it. So, to be honest, since Poliigon is waaaay cheaper (and isn't limited to HDRs), I cannot really recommand Pro-Lighting Skies, unless you're really in need for an easy way to set up your HDRs in your scene. But even if that's the case, just go with the Lite version. There are more HDRs in the Ultimate version than there are on Poliigon, but heh... Bottom line is: only getting a Poliigon sub (or even the free trial) is more than enough to get started with HDRs. Lite version of Pro-Lighting Skies is only good if you want the plugin. Ultimate version is only if you want the plugin and a more complete collection of HDRs.
I remember when he did a rock essentials video. And to demonstrate that you can't model them he made the worst mesh he could and used just the colour of the texture.
Hi! Can you prepare some tutorial like the materials ones? I don't have control above this images... RGB level, Output amount, Camera settings... I'm working with 3DS Max, Corona, your HDRI, a plane and two objects and I'm going crazy :-D
silly question i know but how do i know which size to use for a particular scene. I have some hdri's and sometimes when I put them in, they look too big in the scene. ( i generally had been using a 4k size). But wanted to know before downloading any.
Hmm, good question. I don't have the definitive answer, just an educated guess: Try to fulfill both conditions: hdr_resolution.x > render_resolution.x * 360° / fov_h hdr_resolution.y > render_resolution.y * 180° / fov_v Idea behind it: 1. When looking at a perfectly smooth surface, the fov you see through the reflection doesn't change. 2. When the surface is not perfectly smooth, you need less resolution of the hdr, as the incoming light is integrated over a larger angle 3. When looking directly at the sky, the camera fov is used 4. As Environment maps are ignoring the camera's position, 3. and 1. are resulting in the same requirements. => So the only scene property, your hdr resolution depends on would be the fov of the camera. 5. The fov says, how much of the environment map you can see at once within a planar reflection or by looking directly at the sky. 6. So the relation between the full equirectangular environment map and the fov describes, how much of the environment map is actually seen at one at the rendered image, which gives us a relation, to map the rendered image and the environment map resolution. As Equirectangular environment maps are representing 360° in horizontal direction and 180° in vertical direction, we have to take account of different directions. 7. just multiply the relation of the environment and the fov with the image resolution, you get an educated guess of how much pixels you need at least for the environment map.
Andrew, while you're not wrong, using an HDR image is on of the best ways to light a scene, you are wrong on that artists would just use a sun lamp and a blue background. Most if not all renderers support realistic sun/sky models that give a realistic sky and realistic parameters according to the position of the sun lamp (horizon gradients, atmospheric scattering, turbidity, etc.). Some of the biggest advantages of HDRs over sun/sky models is ease of use, and looking more realistic because the pictures are taken from the real world. But in turn you lose artist control. I'm not trying to bash you or your product but what you did say about how artists would light outdoor scenes was greatly inaccurate.
awesome!. Hello, im new to this channel but im also really new to this 3d thing and I really wanted to learn more on how to improve/make it better. This helps me so much and thank you. btw +1 sub +1 like ;)
I just rewatched the whole video to find the place you are referring to. The only place I could find he was mentioning JPEGs was 1:10 There he actually is saying, that JPEGs don't contain as much information as an HDR, despite seemingly looking the same at first glance
I don't even 3D model and I love watching these...
NaPz I have the software but don't know how to use it😂😂
Ameer Qan very nice 👌😂
I have Blender and have gone through a few tutorials, but I'm basically a spectator lol
I'm here just to watch the explanation
It’s amazing what HDRs do. Definitely support Poliigon, but also HDRIhaven is phenomenal
no,no, no Andrew today it's not christmas day!!!!
You can't give people the best things in the world just like that
It's too much.
It's too much good in one person.
You are the best Santa Claus ever.
I kinda wanna know how to make them by myself. I guess that companies I'm gonna work for later will probably want me to create it by myself
It's also useful to learn how to take your own HDRs of your surroundings.
these videos are very well produced. compliments.
Kinda sucks that the whole bottom half is black :(
Actually jpeg images can work just as good because you don't need 10bit images for lighting because the rough surfaces on your model are going to blur it and if they have 0 roughness the renders are usually 8bit images and you won't notice it unless you change the exposure of the camera.
Also it is not HDR(high dynamic range)
it is HDRI(high dynamic range image)
or HDR image
i admire your passion and your will to share some info.
With the regular textures and the Lite plan, can you download *up to* or only *below* 3K textures?
During the trial I wasn't able to use the credits for 3K textures (and often the one below it was only 1k) so is that normal
or only during the trial? 🤔
Just wanted to ask, does this video talk about the use of HDR (High Dynamic Range) or HDRIs which are basically HDR images for lighting an environment?
A very useful science. Thanks a lot for all this
OOO, Me like.
I feel dumb, but when I add an hdr in blender it makes everything blue. Why is this and how can I fix it?
Hoy! Are these HRDs (Poliigon ones) the same as the ones available on Pro Lighting Skies? Or are they different? If they are different, are they compatible with the plugin (I'd assume yes, since it's quite easy to add any HDR to ProLS)?
Hey! They're the same as the ones in Pro-Lighting Skies. Poliigon now has the raw HDR files for users who don't need a plugin, or are using a different 3d software/renderer. Cheers!
Do you recommend the plugin? I'm having trouble figuring out where to get it.
+SlyNine
blenderguru.com/product/pro-lighting-skies/
It's a bit expensive, and I think the demo version was removed (if there was even one, can't remember). You're mostly paying for the HDRs and not the plugin itself, so if you have access to Poliigon, you are probably fine without the plugin. It (the plugin) is quite easy to use and makes things more user-friendly, but there's nothing you can't do without it.
So, to be honest, since Poliigon is waaaay cheaper (and isn't limited to HDRs), I cannot really recommand Pro-Lighting Skies, unless you're really in need for an easy way to set up your HDRs in your scene. But even if that's the case, just go with the Lite version. There are more HDRs in the Ultimate version than there are on Poliigon, but heh...
Bottom line is: only getting a Poliigon sub (or even the free trial) is more than enough to get started with HDRs. Lite version of Pro-Lighting Skies is only good if you want the plugin. Ultimate version is only if you want the plugin and a more complete collection of HDRs.
$300 for 30 HDRi's? Um no, I have over 75 and I didnt pay for any of them. Some are just free, you just have to look.
I know right, I feel like andrew is using his fame in the blender community to sell poliigon.
I remember when he did a rock essentials video. And to demonstrate that you can't model them he made the worst mesh he could and used just the colour of the texture.
@@mihaelkardum8000 it does prove the point that it is hard to model good looking rocks
Hi! Can you prepare some tutorial like the materials ones? I don't have control above this images... RGB level, Output amount, Camera settings... I'm working with 3DS Max, Corona, your HDRI, a plane and two objects and I'm going crazy :-D
Thanx Andrew price!!!!
silly question i know but how do i know which size to use for a particular scene. I have some hdri's and sometimes when I put them in, they look too big in the scene. ( i generally had been using a 4k size).
But wanted to know before downloading any.
Hmm, good question. I don't have the definitive answer, just an educated guess:
Try to fulfill both conditions:
hdr_resolution.x > render_resolution.x * 360° / fov_h
hdr_resolution.y > render_resolution.y * 180° / fov_v
Idea behind it:
1. When looking at a perfectly smooth surface, the fov you see through the reflection doesn't change.
2. When the surface is not perfectly smooth, you need less resolution of the hdr, as the incoming light is integrated over a larger angle
3. When looking directly at the sky, the camera fov is used
4. As Environment maps are ignoring the camera's position, 3. and 1. are resulting in the same requirements.
=> So the only scene property, your hdr resolution depends on would be the fov of the camera.
5. The fov says, how much of the environment map you can see at once within a planar reflection or by looking directly at the sky.
6. So the relation between the full equirectangular environment map and the fov describes, how much of the environment map is actually seen at one at the rendered image, which gives us a relation, to map the rendered image and the environment map resolution.
As Equirectangular environment maps are representing 360° in horizontal direction and 180° in vertical direction, we have to take account of different directions.
7. just multiply the relation of the environment and the fov with the image resolution, you get an educated guess of how much pixels you need at least for the environment map.
Thank you very much and for the add on!
I din't even knew I was watching commercial
Andrew, while you're not wrong, using an HDR image is on of the best ways to light a scene, you are wrong on that artists would just use a sun lamp and a blue background. Most if not all renderers support realistic sun/sky models that give a realistic sky and realistic parameters according to the position of the sun lamp (horizon gradients, atmospheric scattering, turbidity, etc.). Some of the biggest advantages of HDRs over sun/sky models is ease of use, and looking more realistic because the pictures are taken from the real world. But in turn you lose artist control. I'm not trying to bash you or your product but what you did say about how artists would light outdoor scenes was greatly inaccurate.
Hey andrew , I'm a student for now ,how can I get a free trial ?
Can you please help me how to set HDRs in UE4?
awesome!. Hello, im new to this channel but im also really new to this 3d thing and I really wanted to learn more on how to improve/make it better. This helps me so much and thank you. btw +1 sub +1 like ;)
yay,!!!
One small mistake in your video. JPGs dont hold that much info you would really need a HDR for that.
I just rewatched the whole video to find the place you are referring to. The only place I could find he was mentioning JPEGs was 1:10
There he actually is saying, that JPEGs don't contain as much information as an HDR, despite seemingly looking the same at first glance
No he said it correct, i was skipping a bit... so my bad.
Never heard of HDRI haven?
Ps. Who says HDRs? High definition ranges?
0:00 Am I the only one who thought he was going to say "lighting is a bitch"?
These videos make me want to get back to CG