Using an HDRI to create a room
Added 2024-04-23 03:52:27 +0000 UTC
There's this great video that goes into the basics. The goal for this is to create a stage I can reuse over and over. The issue is that most HDRI Interiors don't work that well as they have stuff sitting inside the room and it doesn't map. Here's how I fixed it for me.
1. Grab a suitable 8K HDRI from PolyHaven
2. Watch this video on how to map it : https://www.youtube.com/watch?v=rrZiSwXoBVA
3. Be sure and flip faces on your cube and be sure to add a light inside. Stretch sides to get close enough to the walls. Turn on Backface Culling in material settings (for EEVEE). Add transparency shader and mix with existing shader using Geometry>Backface FAC for Cycles.
4. Apply scale and UV map the cube being sure to stretch to bounds
5. Simple Bake diffusion at 16K w x 8K h x 32-bit. Make sure and remove transparency shader
6. Export new texture map and import into Pshop and clone brush out stuff that comes into the scene
7. Replace simple baked image with new pshop one.
8. set up material and add back in transparency shader
9. Kill world (no world)
10. In new UV mapped material, add diffuse into Emission and add a tiny bit of Emission Strenght (.05)
11. Map area lights to windows and adjust side wall geo a tiny bit based on seams