[Bf-viewport] Rendering to a cubemap

Jacob Merrill blueprintrandom1 at gmail.com
Sat Jan 23 19:16:20 CET 2016


I can do it in blender internal, but not cycles right now.

environment maps you can save the output from (this is a cube map no?)

On Sat, Jan 23, 2016 at 10:10 AM, Mike Erwin <significant.bit at gmail.com>
wrote:

> 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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