Trying out HDRI lighting- spheres

As I was getting more and more frustrated at the texturing of my jar- I wanted to experiment with the actual placement of objects in a scene and then applying the different render layers etc.

I used my knowledge from a previous tutorial to create a mock scene. This was the first result, majorly dark and it looked over-exposed.


In true Maya fashion, I opened and closed the file again for old times sake, creating the below render. Alec also suggested that the colour management settings had been turned off. I went back and had a look at what this meant (literally on different viewports).

Screen Shot 2016-11-09 at 16.45.11.png

Consulting Solid Angle on enabling/ disabling colour management. (, 2016).

I consulted Solid Angle to ensure I understood this though (what is self confidence) and then rendered out the following still.

hdri test table.jpg

Something that was bugging me was the lack of a shadow under the sphere- showing the ground position. I delved a little deeper and found a thing in the tutorial below called shadow tracer- as applicable to Mental Ray. I consulted googled on the equivalent of this for Arnold.

The tutorial I used to base a lot of my initial trials into. (Vimeo, 2016).

I again found great resources on Solid Angle that showed how to use this texture (known as shadow catcher).

Solid Angle’s resources. (, 2016).

Below is the addition of the basic shadow catcher. I want to experiment with the different settings on it (described above).



References (2016). Enable or disable color management | Maya | Autodesk Knowledge Network. [online] Available at: [Accessed 9 Nov. 2016].

Vimeo. (2016). CG and Video Compositing 01: Match 3D Lighting with Video Footage. [online] Available at: [Accessed 9 Nov. 2016]. (2016). Shadow Catcher – Arnold for Maya User Guide – Solid Angle. [online] Available at: [Accessed 9 Nov. 2016].


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