lighting/shading of a character with a cubemap ?

Community Forums/General Help/lighting/shading of a character with a cubemap ?

RemiD(Posted 2016) [#1]
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,


RemiD(Posted 2016) [#2]
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...


Kryzon(Posted 2016) [#3]
Hi. I hope this is helpful:
http://www.blitzbasic.com/Community/posts.php?topic=106619#1313359


RemiD(Posted 2016) [#4]
@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.