[Bf-viewport] Rendering to a cubemap

Jacob Merrill blueprintrandom1 at gmail.com
Sat Jan 23 23:05:46 CET 2016


PBR this is GLSL right?

HG1 does this in the bge,  obviously not the exact same because your shader
is obviously not nodes,
so I am not sure if that helps

I did this with MPANs easy game and Hg1's Cube map node group + some
tinkering.
https://www.youtube.com/watch?v=OloKmKAlleM



On Sat, Jan 23, 2016 at 10:32 AM, Clément FOUCAULT <foucault.clem at gmail.com>
wrote:

> @Mike : Yes this is exactly what I want. I want to render light probes to
> a cubemap. First, only the environement, then we will find a way to render
> the probe from and object location.
>
> I'll explain how i'm seing things:
> - A global cubemap/lightprobe (whatever you want to call it) containing
> only environment. > Applied by default to all shaders who need it (who have
> bsdfs inside their tree)
> - An Object option to create a local cubemap/lightprobe for the shaders
> this object uses. > only switch the cubemap to send to the sampling
> algorithm (local instead of global). This one should have the others
> objects in it and provide better reflections. The Options for this could
> include (realtime update (would be very slow), generate cubemap button,
> cubemap resolution, use another object's cubemap (to save memory) )
> And i'm not sure but for a game engine integration the method I use ATM is
> very slow (sampling 32 times). So implementing a prefilter option would be
> needed later.
>
> @Jacob : I meant to do it in "realtime" inside the blender code :)
>
>
> 2016-01-23 19:16 GMT+01:00 Jacob Merrill <blueprintrandom1 at gmail.com>:
>
>> 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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>>
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>
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