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Posted

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

  • Like 1
Posted

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.

  • Like 1

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

  • 2 months later...
Posted

Bump

http://bugs.thedarkmod.com/view.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.thedarkmod.com/topic/19803-tutorial-image-based-lighting-workflows-for-tdm/

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

  • 2 years later...
Posted

Hah! Finally found out how Unity engine users are creating Cookies ( Gobo ) cubemaps:

https://pydonzallaz.files.wordpress.com/2019/02/create-high-quality-light-fixtures-in-unity.pdf

They are baking them in-engine via models.

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

I think I have a TDM friendly way to do this now that I've re-read the documentation. Just build a spherical room. Place a point light in the center. Place whatever shadow casting geometry you want to fake around the center of the point light. Then capture an envshot of the results

Anyone interested in building me a high poly spherical room so I can experiment?

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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