Colorful Abstractions HDRIs 8K [AI]

Assets Colorful Abstractions HDRIs 8K [AI]

ChainedStar

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ChainedStar submitted a new resource:

Colorful Abstractions HDRIs 8K [AI] - 8K HDRIs of colorful abstractions, generated by AI


⠀A collection of 12 HDRIs, based on colorful abstractions. Unlike my previous release, these images were generated in a paid version of the neural network and contain 3 similar variations of one art with smooth transitions, as a result we have 36 backgrounds. They're all
in 8K resolution, and the package was assembled without compression for...

Read more about this resource...
 
Thank you for making all these background, I feel kinda silly but is there any guide on how to put them into scenes?
 
Thank you for making all these background, I feel kinda silly but is there any guide on how to put them into scenes?
Download the .var and place it in the AdobePackage folder in your VAM directory, open the desired scene, then :

a) If you want to have the same PostProcessing settings as in the screenshots, add a SubScene atom and through it load the SubScene that is included in the .var package.

b) If PostProcessing/PostMadgic is already configured in your scene or adding a SubScene causes a VAM crash (this happens due to a conflict with session plugins) - add a CustomUnityAsset atom, select this .var file and chouse colorful_abstractions_hdri.assetbundle.

Regarding practical use - they are mainly intended for photos or background views from a window/roof. If you want to use them to imitate a 3D environment - you will have to adjust the lighting for each of them to match your character. Also, you can change size of skybox using SkyboxColor if everything looks too small or large. Sometimes necessary move and rotate the skybox sphere to find the best angle.
 
Download the .var and place it in the AdobePackage folder in your VAM directory, open the desired scene, then :

a) If you want to have the same PostProcessing settings as in the screenshots, add a SubScene atom and through it load the SubScene that is included in the .var package.

b) If PostProcessing/PostMadgic is already configured in your scene or adding a SubScene causes a VAM crash (this happens due to a conflict with session plugins) - add a CustomUnityAsset atom, select this .var file and chouse colorful_abstractions_hdri.assetbundle.

Regarding practical use - they are mainly intended for photos or background views from a window/roof. If you want to use them to imitate a 3D environment - you will have to adjust the lighting for each of them to match your character. Also, you can change size of skybox using SkyboxColor if everything looks too small or large. Sometimes necessary move and rotate the skybox sphere to find the best angle.
Thanks! The customunityasset atom worked
 
Hi @ChainedStar , to answer this:
They can be considered as skyboxes when they depict the sky, otherwise they are HDRI. Originally the be in .EXR format, but I converted them to .PNG because almost nobody use SkyMagic plugin, but .EXR files weigh a lot more than .PNG.

You can't really blame me for waiting for features that the term conveys :p
Since I actually am really stubborn when it comes to the meaning of words, the definition of HDRI is litteraly a high dynamic range image. It's an incorrect use of the term in modding communities. If simply because you have a 6 sided texture for a sky sphere does not mean it is an HDRI. And high dynamic range excluded, the "term" HDRI used as cubemap for either blender or a game engine means that you would be able to use them as a light source either for reflection probes or faked GI like sky magic does. If none of both features are not possible in the game, it's a bit far stretched to use a fancy term :]

On top of that, people will look for "skybox"/"skyboxes" terms through the search engine. HDRI already is a technical term that people tend to not know if they don't have a base technical knowledge.

And the term "skybox" has never been restricted to "sky only" since the cubemap tech exists. I could even nitpick and say that if you're using a cube, you're using a skybox, and using a sphere or an emisphere, a skydome :p

Finally, it's not because people don't understand SkyMagic, that you can't provide a proper way for people to have a setup that works out of the box (like with presets for instance). This is what I do with my enviros through the HZMDemos package : )

I have a tutorial to create skyboxes with proper HDRI/GI implementation in the works, but you don't need to have global cubemap for it to work. You can bake a 1024 probe per skybox that will be far enough to have a proper GI in game.

This is only my two cents on the question... your skyboxes are great, that's just a shame that people with the skills/knowledge can't use them properly : )
 
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