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This shader is considered deprecated and will be removed in a future release. C4DtoA provides an Arnold Sky object offering a convenient sky setup. |
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Scene uses a background sky shader with a constant color which is sufficient to 'light' the scene with GI Diffuse rays |
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Workflow
The following information demonstrates how to render a scene using the sky shader with a HDR map.
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Depending on the dynamic range of the HDRI you may need to blur more or less to achieve optimal results. Also, how blurry the map used for glossy rays should be depends on the material; for very sharp materials (almost mirror like) you don't need as much blurring, but if your glossy reflections are very soft you should use a bigger blur.
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Ray Depth
The scene below is lit soley using a Sky shader with the color set to white. The number of Diffuse rays has been increased to 4 in order to reduce noise from the Sky around the floor.
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