Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 26 7:30 pm)
Visit the Carrara Gallery here.
litst, Yeah, I know it sounded goofy to suggest that a darkened area could be due to bounced lighting, but the effect itself was so goofy that I wondered if it could concentrate color without additive luminance. But no. So far, this seems a candidate for an article in the "Journal of Non-Reproducible Results." There were some special circumstances for the reversed intensity rendering posted above, and the cause likely will be found in those circumstances. At any rate, there seems to be no bug when the illuminating sphere is visible. So your sphere method (which I use myself, admittedly) is more straightforward. The main advantage in using the method I outlined above for converting a procedural to a texture map for the scene skydome is that the tiling option can be used to concentrate clouds and create a nifty horizon effect. I don't see anyway to tile a procedural shader on a sphere, do you? SMcQ
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
![file_29992.jpg](https://live.cdn.renderosity.com/forum/_legacy/file_29992.jpg)
It will be nice when the skydome can accept procedural shaders, but it is possible now to get an equivalent result. Just build your procedural shader on a sphere primitive and export the primitive in OBJ format, checking the "convert procedural to texture" option with a 2x1 ratio for the image dimensions. Then open the scene in the properties box, find the texture map you just created, and make it a skydome. This first picture uses only one direct light, with skydome vertical tiling set at 2 for the horizon effect.