14th May 2005, 5:22 PM
lazyfatbum Wrote:I believe the HDR is either 'Hard Drive' or some kind of HD option to run the game at its highest resolution. HDR looks like High Def Recorder as well
I'm surprised you've never heard of it before. :)
HDRI stands for high dynamic range imaging, and basically it allows for a far more realistic and dynamic range of lighting than previous techniques have allowed.
Check this out: http://www.facepunchstudios.com/forums/s...hp?t=21286
These are all models from HL2, smoothed out in 3dsmax.
![[Image: Comptest16.jpg]](http://members.iinet.net.au/~kris.mar/Comptest16.jpg)
![[Image: Comptest9.jpg]](http://members.iinet.net.au/~kris.mar/Comptest9.jpg)
![[Image: Comptest4.jpg]](http://members.iinet.net.au/~kris.mar/Comptest4.jpg)
![[Image: Comptest5.jpg]](http://members.iinet.net.au/~kris.mar/Comptest5.jpg)
![[Image: Previs%201.jpg]](http://members.iinet.net.au/~kris.mar/Previs%201.jpg)
![[Image: onbed_800.jpg]](http://users.zoominternet.net/~tain/onbed_800.jpg)
Pretty amazing, no? Here's how it was done:
Quote:Blimey, thanks for all the great feedback... I think this thread has gone off course now!
Anyway, much appreciated. I've posted a few images to sort of explain how things are done.
1. The background photo is taken.
2. The light probe is photographed at multiple exposures to capture all the levels of light in the area.
3. It's then tranformed into a panorama, which is later wrapped around the 3D scene as a global light source (using the multiple levels of light which are stored into a HDR file.)
4. A photo is taken of the probe with the same angle of the final shot, which you later use in the 3D software to line the reflective sphere up with a digital one (effectively rotating the lighting into place)
5. Different layers are posed/prepared in the 3D software before the final rendering is done.
6. Each layer is rendered using the lighting captured with the reflective sphere, and then composited in Photoshop.