[Bf-viewport] Rendering to a cubemap

Mike Erwin significant.bit at gmail.com
Sat Jan 23 19:10:37 CET 2016


So essentially a way to make reflection probes, also light probes for
image-based lighting. Is that over-simplifying?

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire

On Sat, Jan 23, 2016 at 12:13 PM, Clément FOUCAULT <foucault.clem at gmail.com>
wrote:

> Hi there i'm clément foucault the dev who brought to you the PBR branch
>
> http://www.clement-foucault.com/#blender_pbr
>
> I'm making progress with features but one things that limits me is the
> sampling of the environment.
> For now I am plugging the world node tree inside each shader that contains
> a brdf node and sample inside the node_shader_gpu_tex_environment function.
> This is sub-optimal in numerous ways and not very clean.
>
> To overcome this I must render the environment world tree result to an
> Envmap (Preferably a Cubemap). I need help designing the rendering and the
> storing (in memory, not to disk) of such cubemap.
>
> I've already done a preliminary handling of Cubemap textures inside the
> PBR branch V0.1 But I think I never pushed it to github (damn). So I'll be
> integrating it inside my 0.2 branch soon. It only handles the uploading of
> cubemaps to the gpu not the rendering.
>
> If anyone knowledgeable in this field could help me I would be very
> thankful.
>
> _______________________________________________
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>
>
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