jason_iversen

jason_iversen

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Importance Sampled LIght export for Games Oct. 26, 2017, 3:25 p.m.

Yes, you've got it. FWIW, I found an old image of HDRShop1.0.3 and the LightGen plugin and it actually worked. We got an decent increase in rendering speed over environment maps, as well as helping with shadowing. So, a win all around.

Importance Sampled LIght export for Games Oct. 20, 2017, 10:16 a.m.

That's what we used to use back in the day as alluded to in the OP. I was hoping not to have to unearth hdrshop again, but I'll do it if I must.

Importance Sampled LIght export for Games Oct. 19, 2017, 2:01 p.m.

Hi Mark,
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.