[Bf-gamedev] Cube Map rendering (Cycles)
Brecht Van Lommel
brechtvanlommel at pandora.be
Mon Sep 16 21:34:16 CEST 2013
Even if the cubemap is stored in separate image files, they could
still be merged/unmerged into a single Blender image on load/save? It
might make sense to treat this as another kind of projection rather
than a multiview or multicamera thing, to keep it simple to setup.
Although if Blender Internal wants to render this it will require
stitching together multiple renders internally, which is somewhat
complicated. Cycles should be able to do it in a single pass.
On Mon, Sep 16, 2013 at 6:08 PM, Dalai Felinto <dfelinto at gmail.com> wrote:
> Is Cubemap rendering a relevant feature for games nowadays?
> If so which formats are used for that?
> 1) A single TGA/DDS/... file with six images 
> 2) Individual images (left.tga, right.tga, ...)?
> If the former (1) we could add Cube Map mode to the panorama camera in
> Cycles and for the Environment Texture node in the compositor.
> The downside of this is that Cycles itself cannot yet be used baking. So I
> find a bit strange to have an envmap rendered with Cycles while the rest of
> the game textures will not.
> If the latter (2) I will leave this for once multiview is merged in trunk.
> (note that I'm working in multiview only in my own free times, so that's not
> For reference see: "Better handling of cubemaps rendering; cubemap rendering
> support for Cycles; cubemap camera" in the "Blender Gamedev Requests/Issues"
>  - http://wiki.blender.org/index.php/File:Dev-GameEngine-Dome-EnvMap.jpg
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