Computing Light map for Radiosity Normal Mapping

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2 comments, last by ali rahimi 16 years, 6 months ago
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
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
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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