Hi SideFX,
Mantra can do some good importance sampling of environment lights. Game engines cannot, thus sometimes relying on old school light domes, a la HDRShop of old. Is there a way to exploit the functions in mislighting.vfl to generate a good quality light dome? That would be handy!
Regards,
Jason
Importance Sampled LIght export for Games
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If you bake out a HDR environment map and the game engine generates a mipmap out of it and does proper LOD'ing of the mipmaps in the engine, you should be able to get the same effect. That bright dot (>1.0) will blur out on lower mipmaps, making it more likely to get “hit” by a sample (ie, a cube texture lookup).
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Hi Mark,
The biggest issue, (I'm told) is that game engine env maps don't shadow as nicely as discrete lights. This is why we are fiddling with light domes right now.
twod
If you bake out a HDR environment map and the game engine generates a mipmap out of it and does proper LOD'ing of the mipmaps in the engine, you should be able to get the same effect. That bright dot (>1.0) will blur out on lower mipmaps, making it more likely to get “hit” by a sample (ie, a cube texture lookup).
The biggest issue, (I'm told) is that game engine env maps don't shadow as nicely as discrete lights. This is why we are fiddling with light domes right now.
Jason Iversen, Technology Supervisor & R&D Lead @ WetaFX
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Hey Jason!
You're correct in saying that game engines don't use environment maps for shadowing. It's only for ambient lights (and reflections) on a dynamic context. Some engines MIGHT do shadowing on light baking but I'm not 100% if Unreal and Unity do.
For that same reason we've had to do the light dome tricks quite often even in this current generation of hardware.
We don't have any tools for this (yet) but it shouldn't be too hard to do a brute force prototype with reading in an environment map on a sphere and sampling the geo to generate lights pointing to the center.
I hope I'm understanding your question correctly
Luiz
You're correct in saying that game engines don't use environment maps for shadowing. It's only for ambient lights (and reflections) on a dynamic context. Some engines MIGHT do shadowing on light baking but I'm not 100% if Unreal and Unity do.
For that same reason we've had to do the light dome tricks quite often even in this current generation of hardware.
We don't have any tools for this (yet) but it shouldn't be too hard to do a brute force prototype with reading in an environment map on a sphere and sampling the geo to generate lights pointing to the center.
I hope I'm understanding your question correctly
Luiz
Luiz Kruel
Senior Technical Artist
SideFX
Senior Technical Artist
SideFX
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