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Tracker 3881: Cubemap Lighting Beta

cubemap lighting

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#176 duzenko

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Posted 08 December 2018 - 02:59 AM

The question is, do we need to fix all the A/C light materials to explicitly reference the makeIrradiance function, or to to automatically call it behind the scenes?

 

I would prefer the former as mappers might want to use their own irradiance texture


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#177 VanishedOne

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Posted 08 December 2018 - 10:39 AM

Since cubelights haven't been used widely yet, it's probably safe just to fix the materials, rather than introduce a change in how they're interpreted.


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#178 Judith

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Posted 09 December 2018 - 04:06 AM

IMO you have to teach mappers how to use irradiance workflow first, as it isn't widely known.


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#179 duzenko

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Posted 16 February 2019 - 02:45 AM

Bump

http://bugs.thedarkm...iew.php?id=4902 still needs discussion & decision


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#180 nbohr1more

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Posted 16 February 2019 - 04:44 AM

Bump
http://bugs.thedarkm...iew.php?id=4902 still needs discussion & decision



There are two cures here.
 
1) Change the ARB shader to use standard Irradiance maps then "fix" the makeIrradiace (material keyword)
image generator so that it produces proper Irradiance images
 
2) Have the GLSL shader automatically convert raw cubemap data into something akin to makeIrradiance
in a similar fashion as the ARB shader does.
 
Ultimately, we would want TDM to natively offer something that can easily convert regular cubemaps to proper
Irradiance images so mappers wont need to do all this:
 
http://forums.thedar...kflows-for-tdm/
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