lighting/shading of a character with a cubemap ?
Community Forums/General Help/lighting/shading of a character with a cubemap ?
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Hello, I remember having tried a bb code/demo in the past where the lighting/shading of a character (a dragon) was done by using a cubemap. can somebody explain the concepts behind it ? i think that the idea is to capture a cubemap around the character (maybe only the lighting/shading infos of the environment, not the colors of the materials) and then apply this to the character (or vehicle), on top of its colors, with probably a blendmode add ? Thanks, |
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here is the initial thread : http://www.blitzbasic.com/Community/posts.php?topic=39353 and another one on the same subject : http://www.blitzbasic.com/Community/posts.php?topic=37495 i think that i understand the idea, time to do some tries... |
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Hi. I hope this is helpful: http://www.blitzbasic.com/Community/posts.php?topic=106619#1313359 |
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@Kryzon>>thanks, but your code does not work on my computer, it is strange because i know that, on this computer, i can create a reflective cubemap by capturing the views around the shape and then texture the shape (on the layer on top of the diffuse texture), but somehow, if i load the cubemap (as in your example) i get an error... Anyway, i don't want normal mapping, i want texels lighting/shading using cubemaps. From what i understand it is like using a reflective cubemap except i need to capture only the lighting/shading information of the texels of the environment (without materials colors) and then texture the shape (on the layer on top of the diffuse texture) with a blendmode add. Not tested yet, but it should work. |