diffuse & specular cube maps from skybox
Hi,
I wanted to recreate the effects used in the nvidia "Dawn"-demo and how they used the environment lighting.
They created diffuse and specular cube maps used for environment lighting from a skybox. I didn't really understood how they created these maps. They used HDR Shop but I'm not sure if this was only used for the HDR calculations or these light-maps also.
How is it best when transforming one skybox to cube maps used for environment lighting? I guess the 2nd looks like just blurring enough will probably ok - but is there a correct/precise way to do it?
thank you :)
normal (1), diffuse (2), specular (3) cube maps:
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