![]() ![]() If you're trying to simulate objects near the camera thats visible in your hdri, that normally means you have to generate simple versions of those objects in your scene, then project your hdri onto those objects, and if you move too far around those objects, deal with painting in detail that needs to be there, combining projections etc… that's all possible in houdini, but normally that'd be handled in external app like mari. The environment light behaves as a latlong HDRI is traditionally used in a lighting context it's behaves as an infinite sphere, so translating the camera wouldn't generate parallax. Mestela Have you used another 3d app that lets you cheat this somehow without creating geometry? I'd be interested to see how that's handled. If you were keen on a more render-time method, you could probably hack up your own environment shader that did a similar effect, but that sounds like work. ![]() You can then make the sphere a child of the blend, that'll make the sphere move not quite as fast as the camera, giving you (sort of) parallax. Set the toggles so that its only working for translation, and use the sliders so that its inheriting, say, 0.9 from the camera, and 1.0 from the null. Take your camera and a stationary null, attach both to a blend node. If you're just after some simple faked parallax, you could do the method you hinted at earlier create a large (just not infinitely large!) sphere, and blend a small amount of the camera translation onto the sphere. Have you used another 3d app that lets you cheat this somehow without creating geometry? I'd be interested to see how that's handled. ![]()
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