Closed ghost closed 3 years ago
Currently, I merely added a line to negate the sample direction after computing both the sample position and direction: https://github.com/ands/lightmapper/blob/master/lightmapper.h#L572
Edges are now brighter, but the overhaul rendition still differs quite a bit from what Blender renders:
Alright, answering my own question: You have to limit the draw distance as well.
I would like to use lightmapper to bake a "thickness" texture, i.e. something that approximates the thickness of a closed mesh beneath each surface point. Blender has an option to negate the sample vectors in its AO shader node, in order to sample "inside" the mesh. Substance Painter has also has a thickness baker, documented here.
What modifications of
lightmapper.h
would have to be made to make this possible?