Obduction Full HDR Light by felldude ()

Lights • 326 downloads

Free Obduction Full HDR Light by felldude

Software:   Bryce 7, 3DS Max, Daz Studio 4, Maya

License:  This is licensed for non-commercial use only.

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Product Notes

This package contains the HDR image file and Daz3d support files.

Just a quick rant:

The tools for creating 360 VR Images are out there, and in my opinion being under utilized.
See NVIDIA's Ansel:


Since Gimp added HDR support adding lighting data is not all that hard.

The list of Ansel supported games is still small, but any new game that supports the 360 VR capture will be easily converted for use in 3D rendering programs that support HDRI.

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Freestuff Comments

felldude ( 10:46AM | Mon, 03 February 2020

@madona thanks

kamoj51461 ( 4:27AM | Wed, 22 January 2020


jasonstyhdd ( 11:01AM | Wed, 13 November 2019

Thank you so much for this. I was into this issue and tired to tinker around to check if its possible but couldnt get it done. Now that i have seen the way you did it, thanks guys with regards https://tracktrace.one/usps/ https://kodi.software/download/

tweedledumart ( 1:56PM | Tue, 13 August 2019

Thanks for sharing and for the tip. So far I've only tried it with PS. You can use Google street view to create HDRI:s from all around thet globe.

felldude ( 1:10PM | Tue, 13 August 2019

@versluis Thanks

Gimp does a fair job of emulating the exposure values with its latest update. The color profile needs to be 32 bit integer with linear light then save to HDR

I would imagine you could mimic the exposures values with photoshop I remember seeing a few tutorials maybe even a script to do so.

Also I think the result would be a bit better with Photoshop as you could control the light value more precisely.

versluis ( 9:52AM | Tue, 13 August 2019

Great work, thank you for sharing! I've tried the Ansel tool and got some 360 captures in EXR format, but those are too dark to use. I'd love to hear how you've converted this into a usable .HDR file. I've tried this in Photoshop, but it requires several exposures for creating one.

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