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Teach You The Use Of Hdr Maps In VR

HDR is a high dynamic range texture, the full name is High Dynamic Range, in short, is the light beyond the ordinary light color and intensity. With the help of HDR, we can use color values beyond the normal range, so we can render more realistic 3D scenes. Generally, computers use 8bit (256) or 16bit (65536) levels to distinguish images when representing images. The brightness of the image, but this area hundreds or tens of thousands can not reproduce the real natural lighting conditions, beyond this range you need to use HDR map.
Below are two contrasting renderings

The first picture is the picture with the HDR map added, skylight (HDR map) + reflection (HDR map) + refraction (HDR map) + VR surface light (off the effect of highlights, affecting reflection); the second picture is skylight The effect of the 1.0+VR surface light (which affects the high light and affects the reflection).
HDR textures are better suited for use in open environments. When you want to represent a single object, or a group of objects, HDR maps perform well in scene illumination and refraction. However, indoor scenes and outdoor scenes are not suitable.
The role of HDR maps is mainly used to achieve scene illumination and analog reflection refraction, so that objects behave more realistically.
Let's take a look at how to use HDR maps:
I created a simple scene with two glass cups, a metal teapot, a ceramic dish, and a metal spoon fork.

Settings in the render panel: default lighting: off, skylight: off

There is no light source in the scene, and the rendering is black.

We started to make the scene light up, turn the sky on, and render the image.

See, at this time the object of the scene does not show texture, below we open the reflection channel, click once, find VRHDR, and open the refraction channel, drag the VRHDR of the reflection channel to the refraction channel, and associate the copy.

Drag the HDR of the reflection channel onto the shader and copy it.

Edit the parameters of the HDR map on the shader

In this case, I adjusted two places. Everyone looked at what kind of effect they wanted and tried more. The rotation angle of the texture and the multiplier affect the rendering.

The picture at this time

You can also add HDR textures to the skylight channel to achieve the effect of lighting the scene, but usually the hdr color will affect the object itself (like the image below), so this requires us to adjust by changing the color of hdr.

Click in the light channel, find the RGB Tint, associate it to the shader, and then associate the hdr map to the RGBTint.

These three colors make the color of the texture black and white.
Render the picture, you will see that this picture is brighter than the previous HDR when there is no HDR, the contrast is high, the color is positive.

Finally, we put a light on the side to make the picture layer richer.

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