Posted 16 October 2012 - 08:09 AM
The even more common approach is not to do reflections at all 
Erm, yeah.....thanks. Very helpful.
Yeah the common approach is to place reflection probes in the scene, and then pre-render environment maps at the probe locations. When you do this you can also filter the mip levels such that they somewhat match the specular response for different roughness values (specular powers).
Well I'm glad I was on the right lines. Is it best to do this programmatically in the engine (and if so, does anyone have the algorithm?) or in something like 3ds max?
The consistency is nice, but you'll likely need to add extra shaders, etc. for things to go smoothly. Rendering programs have the advantage of accuracy and sampling flexibility. If one is a win, go with it.
Re: implementation: Render six views along each of the six major axes with 90-degree horizontal and vertical FOV, save into the appropriate face of a cubemap, done. With MAX you can probably accomplish something similar using render-to-texture and MAXScript though it's not something I've ever attempted.
Yeah the common approach is to place reflection probes in the scene, and then pre-render environment maps at the probe locations. When you do this you can also filter the mip levels such that they somewhat match the specular response for different roughness values (specular powers).
Well I'm glad I was on the right lines. Is it best to do this programmatically in the engine (and if so, does anyone have the algorithm?) or in something like 3ds max?
MJP,
In addition to gchewood's question, I would like to add a question regarding the probe locations. Do you then just setup an orthographic view in all directions (ex. straight up, down, left, right, forward, back) to a single cubemap texture?
Thanks,
Jeff.
You probably want to be using projection cameras, but I guess ortho could work too. Likely would look a bit weird, but maybe there's some 'artistic effect' floating around in there someplace
clb: At the end of 2012, the positions of jupiter, saturn, mercury, and deimos are aligned so as to cause a denormalized flush-to-zero bug when computing earth's gravitational force, slinging it to the sun.