diffuse maps on lights and environment maps in shaders

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ive figured out a lighting technique which relies on applying a map to a light (at 0,0,0) in order to get specular highlights and and environment reflection taken from chrome spheres shot on a location and converted to longditude/latitude enviro nment maps in HDR shop.. the problem is i dont know where the lights get their orientation from for applying the map.. i want to replicate the orientation of the diffuse mapped lights environment in a shop environment shader so thaat i can use modulation on teh intensity of the map.

does anyone know how to do thisa, or can tell me how the light orients its diuffuse maps.. i`m assuming it is aligned to the world but dont know how to tell vexbuilder reflective/environment map to do the same.

cheers,

Mark
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