eitht
I've been playing around with Sky Light which i plan to use to light a mountainous scene. I'll be provided with a scene with fracturing and fluid sims in a later stage. There are little topics on lighting environments in Houdini, everybody's doing effects.
I have been watching the forums for years and yes many posts are focused on vfx but there are a lot of posts on shaders, lighting and rendering as well. Both here and on the OdForce forums.
Also check out the Customer Stories on the main Side Effects site for customers that have used Mantra.
eitht
My question is can we apply an environment map in Sky Light instead of using “Realistic” or “Ramp” parms?
You can answer this question yourself just by spending 1 minute parsing the parameters for the Environment Light. You will quickly notice that disabling the parameter “Enable Sky Environment Light”, the “Environment Map” parameter becomes available for you to reference your HDR environment map.
I would not do this though. I would leave your Sky Environment Light. I would add an additional Environment Light in your scene and reference your HDR image in that second Environment Light. You can use as many Environment Lights in your scene as you wish then enable and disable them either by using Takes or specifically set up Output Drivers using the various options available.
If you wish to use two or more environment lights together, you can enable one or more image planes in the Mantra ROP and render out per-light exports for all the various shader exports: Direct Diffuse, Direct Specular, etc. The overhead isn't that significant other than the additional disk space required.
If you don't want to use the Sky Environment Light then just disable the parms “Enable Light” and “Enable Light In Viewport”. Simple. No need to delete it.
eitht
Do the peeps out there use Houdini to light large-scale scenes or do they bring it out to other 3d packages instead? Thought i could get some useful opinions, anything is appreciated.
Yes to both.
Yes some render environments in Mantra.
Yes some export scenes to shade/light/render using other tools including proprietary.
More robust pipelines will split each part of the scene in to foreground, mid-ground and background elements and render each of these in a different pass and then composite them together. These are general approaches to lighting large environments that is not tied to any software. Lots of information on the web as to how to approach the efficient rendering of environments in production.