![morpheus photo animation suite render blurry morpheus photo animation suite render blurry](https://i.computer-bild.de/imgs/7/4/6/6/1/2/Screenshot-1-Morpheus-Photo-Mixer-750x576-a9a1e18c24cc8179.jpg)
The emit radius should cover the rendered scene. VRayDomeLight settings The target radius and emit radius need some experimentation to get the best quality.
#MORPHEUS PHOTO ANIMATION SUITE RENDER BLURRY FULL#
If you are using a hemispherical HDRI from our website, you don t need to check spherical (full dome), however, with spherical HDRIs you should check it to take the full image into account and get lighting from the ground. Our environment HDRIs (*_env.hdr) have a width of 360 pixels, so we put this value into that field. The resolution should not be set higher than the resolution of the actual HDRI. Check use texture and put a VrayHDRI map into the provided slot. Why is this neccessary? Because doing it that way we gain much smaller rendertimes while we get less grainy renderings! You don t believe me? Just follow this tutorial and try it out! The next thing to do is to put the HDRI into our VrayDomeLight. This is important because we are using one blurry, downscaled image for lighting the scene and another full resolution image to be reflected in your materials. Check invisible and uncheck affect reflections to hide the environment HDRI from being visible to your camera and the reflections on your object(s). Activate cast shadows (default) to get shadows casted from the HDRI. Leave the multiplier at 1 to rebuild the original lighting. The light setup is not that hard to understand. Objects at world centerģ Set up the light. The camera settings will be described later on. We will use a VrayPhysicalCamera that behaves like a real world camera to do that job. To render the scene correctly we need a camera. VRayDomeLight at Your objects should also be placed at world center, because lighting conditions are recorded from one point (the camera lens). Put a VrayDomeLight at the world center to prevent unwanted distortions of your HDRI. The light we have to use is the VrayDomeLight, which guarantees nice lighting, shadows and caustics. Doing High Dynamic Range renderings just needs one light source: the HDR file. Everything of the render engine (VRay in this tutorial) is using real world scaling to mimic real world conditions. This is necessary in order to rebuild the real lighting environment. First of all it is very useful to have your scene set up in real world units. 1 Tutorial - HDR scene setup (3D Studio Max, VRay)Ģ Set up your scene.