
It’s a good tweak that can be improved with Ray’s controller by changing the exposure and gamma. Volumetric fogs, either cube or sphere, can be used to darken the scene without messing with skydome properties. My renders with Sky Hemisphere had much satisfying results. I, ryuu, say for myself that Sky Hemisphere is great for that, better even. Dendewa recommends the latter for custom physical lights. My general advice is: you don’t know what you’re doing? Stick to Sky Hemisphere instead of Blank IBL. This “washed out” appearance can be fixed with materials and increased contrast. Plus the hair isn’t a black mass with little shiny spots. On the other hand, Sky Hemisphere features soft shading with visible shadows. The hair has anisotropy 3x for the highlights, a shiny look.Ĭan you notice the huge difference between them? The shadows are much stronger with Blank IBL, they’re harsh on the model. To clarify this difference, I asked Daigo-san to help me out! The first image features Sky Hemisphere, while the second, Blank IBL. This skydome is basic and offers softer lighting when you load its. However, I’ve encountered some issues with it (and again, it’s only a matter of personal taste) regarding how materials behave when this one is loaded and the stronger shadows too.Ī much “safer” and neutral option I found was loading Sky Hemisphere. If you’ve read my advanced image rendering guide, I mention using dendewa’s Blank IBL skydome for lighting.

Following my two most recent renders as of today, 09/05/21, I tried out some new things with volumetric fog, skydome and spot lights. I’d like to add some things related to this post about Raycast lighting.
