Closed simodrws closed 4 years ago
i added matcap env map, would be cool to switch between cubemap and matcap (and cubemap: autodetect if real cubemap or equirectangular)...
need an envmapping-mask texture input
https://www.cg.tuwien.ac.at/courses/Seminar/SS2001/envmap/environment_mapping.pdf
gonna need a few reads on this one
breite = höhe --> spherical sonst equirect
reevaluate matcap formula
unified approach to env mapping:
http://timehost.cs.ucl.ac.uk/staff/j.kautz/publications/unifiedRW00.pdf
PR is up :)
then merge it and test it make sure everything worksd
ok
please provide example patch then its easier for me to test
Here is an example patch for you to test it:
https://dev.cables.gl/edit/QA-fmi
:) i am quite happy with it. took me a while to figure out all the stuff but I think we're there.. if you notice anything plz feel free to share
looks great!
i guess we should have an env mask textureinput
so we can control where something is reflective and where not
(lets ignore all the roughness stuff for now, that we can do in pbr)
Uhm... the input is there already.. it's called "Luminance Mask" .. maybe rename the port to "Env Map Mask"? (for clarity) @pandrr
yes please rename it , luminance mask doesnt really make it clear
Updated!
https://pdfs.semanticscholar.org/682d/7fd5a2516a4bb6340a9893b0493ece1bcd0c.pdf