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Sweet Home 3D Forum » List all forums » » Forum: Gallery » » » Thread: Light & textures - rendering examples of this and that. » » » » Post: Re: Light & textures - rendering examples of this and that. |
Print at Dec 17, 2025, 9:04:51 AM |
| Posted by Ceciliabr at Aug 29, 2018, 8:04:54 PM |
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Re: Light & textures - rendering examples of this and that. PART TWO The final output of any 3D project will often be an illustration of some sort, like f.i. this snapshot of SweetHome3DExample4 , here placed in a rural environment, or like this interior from 2014 (one of my first projects), or a snapshot of a toxic camping ground, or something completely different. So... ABOUT THE SKY Yes – I am aware of the fact that for most users the technical quality of a snapshot from SH3D is of less importance – but since the program offers to create photographic snapshots (and since there has – in the past – been held competitions here to score the best SH3D-rendering), I assume that for some users both the artistic and the technical quality of the end product has a certain value. Being one of these users myself, I prefer to have something other than a tiled lawn, a pixelated sky and a sharply drawn horizon surrounding my creations. Avoiding that, has been a priority since I first started using SH3D. EXAMPLE A morning shot of a small farm surrounded by a lively horizon: ![]() or in a totally different mood – created by a sky with a moon and a couple of stars: This is easy to do for anyone with basic knowledge of any photo-editing software. I use Photoshop, but Gimp is a totally free open source equivalent that's easy to use. The sky is basically a 360° backdrop. When I want to create a certain environment and atmosphere for my projects, I can either use one or several separate standing backdrops, or I can use the sky. The advantage of using the sky is that I don't have to move my backdrops around and adjust the lighting every time I want to shoot from a different angle or change the perspective. The disadvantage is that it can be a bit tricky to determine where to put things on the sky: The equirectangular projection has played tricks on me for several years, and it's only recently that have I been able to uncover the basic principles – and how to handle it. To help me find my way around it, I have constructed a handy template that enables me to pinpoint quite precisely where to place a moon, a sunset or some decorative clouds on the sky image, in order to make them appear exactly where I want them to be on the final renderings. The template looks like this: ![]() and renders like this: ________________ So, if anyone think they can find it useful: Right-click on the links to download. Sky Template 6000x1500px (390kb) Sky Template 15000x13750px (1.1Mb ) The smallest image is often enough, but for close-ups (from FoV 40 and closer) I always use the bigger image. ________________ Sky template project file if anyone wants to experiment with it: SKY-template.sh3d _________________ Here are some sky and horizon snaps to show the curvature and the sector at three different FoVs: SkyImage-spherical: ![]() SkyImage @ FoV 120: ![]() SkyImage @ FoV 60: ![]() _________________ More later... Cec |
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