Scene with HDR environment map
Often it is not economical to model and create an environment for your scene to sit in, and it is a common technique to composite elements together to fake it.
There are three main techniques for doing this; the first and easiest is to use alpha compositing. The second method, which gives the best results, is to use an environment map, and the third is to use image planes (or "background cards").
The alpha channel specifies the amount of transparency present at each pixel in the rendered image, which is useful for compositing against background images in another image editing application, such as GIMP or Photoshop.
After modelling your scene, lighting it and framing it with the camera, find an image to use as a background that suits your scene. The camera angle, time of day or shadows, and the type of light (incandescent or fluorescent) are all important factors to keep in mind for a matching background image. The resolution of this image should ideally be equal to or greater than the size of the final rendered image.
To enable rendering with alpha channel output, either click the "Foreground alpha" checkbox in the Indigo render mode settings, or enable it from your exporter package:
SketchUp | SkIndigo > Render Settings > Advanced > Tracing Method |
Cinema 4D | Indigo for Cinema 4D Render Settings > Export Settings > Background alpha |
Blender | Blendigo > Render Settings > Alpha render |
3ds Max | Maxigo > Export > Export Scene > Alpha Mode |
You can now composite the two using an image editing tool such as GIMP or Photoshop; we'll use Photoshop here for illustration.
Final composite
Results: Notice the Sun & Sky is still present in the reflections of the windows and looks quite out-of-place.
An HDR environment map is an image that fully wraps around your scene to create the effect of having a background, and also emits light. It is important that you use an HDR environment map that has good light, especially if it has the sun in it – the sun is many thousand times brighter than anything else and will only cast good shadows if it has been captured right. This technique gives the best results because all the reflections from the materials will accurately respond to the 'environment' as if it were real. But it is difficult to find a good HDR environment map for free – and can be difficult to make your own. I am using an HDR environment map found from openfootage.net
Final render
Results: The scene is effected by the light of the environment map and you can just see reflections of trees from the map in the windows.
This technique is a bit of a cheat really. It involves taking a picture of a background that you would otherwise composite, and texturing them onto a large flat plane. The trick is to get a large enough image that it fills the whole background of the render.
Final render
Result: (excuse the tonemapping) The bottom has reflections in the windows and a mostly convincing background. It looks alright.