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Computing Light map for Radiosity Normal Mapping

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Hello As you know Radiosity Normal Mapping is a method that have been used in Half-Life®2 / Valve Source™Shading http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf In a doc they say : In Radiosity Normal Mapping, we transform our basis into tangent space and compute light values for each vector. Therefore we will have 3 lightmap in tangent space. I just want to know how should i compute these 3 ligth map or better to say dose anyone know any render engine that do this task. Iam expert in mentalray but i dont see such an option in a bake section. Any help would be extremely useful. Thanks in advance.

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Maybe, you can set a different flat normal map for each object in each pass.In each pass normal map contains only one color corresponding to the direction from which you want to bake radiosity.

Vico

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Thanks alot Vico
I find this http://stud3.tuwien.ac.at/~e9907459/directionalLightmaps.pdf

but badly iam not that much expert in programing. Could you pleaes explain it a bit more? I really need it for my realtime short film with Quest3d. Dose anyone interesterd to cooperate?

http://forums.cgsociety.org/showthread.php?threadid=514028

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turtle render engine for maya support Radiosity Normal Mapping

http://www.illuminatelabs.com/turtle/technical-specifications

I do a test. now with turtle for maya i can bake and see radiosity normal map directly in maya plus other stuff as you can see.
Fantastic. just like Half Life 2.

All source files:
http://www.ali-rahimi.net/other/radiosity-normal-map.01.rar

albedo
directional-occlusion
hdr-lightmap
hdr-radiosity-normal-map
normal-height-map
mesh.x

http://www.ali-rahimi.net/other/normal-lightmap.jpg
http://www.ali-rahimi.net/other/radiosity-normal-map.jpg

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This topic is 3723 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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