![]() ![]() When running real-time, often 1K or 2K HDRIs are more than enough, and you can actually generate the light in its own weird texture. If we go into it knowing we don’t need Pixar level frames, we can try things more approachable and potentially viable. So if you have $9,000 you could get a license and potentially make that work… The Game Industry Standard Codec Bink is actually recently supporting full HDR (16bit) ![]() ![]() That’s kinda where im stuck now in finding output options that are viable. Any decent codec like 264 or even A1 seems to only work in 8bit. The next problem is transmitting the file. A 2 minute uncompressed HDR 360 video I have is 17GB.īut even Adobe was only able to get that in 2016. They also demand crazy high resolution, which only multi-cam 360 rigs can attempt…ģ60 videos are already huge. So while a PNG in 8bit colors looks great, it doesn’t have the full picture of how the light was.įor sites like PolyHaven who have strict standards, the requirements are full 32bit color, which is what you’d use in a video editor or modeling software. However, if you need to render a real location or event using video data… you’re going to have a bad time…Ī key thing is to make Image Based Lighting, the HDRI needs to have a fuller spectrum of color/light information. If you’re trying an effect or something, that would be the way to go… R3f has great resources on how to use the real-time scene directly as an envmap. I know this is old but I’ve been trying to solve this as well… ![]()
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