I want to bake some lighting for the effect described in this paper:
http://www.valvesoftware.com/publica...e2_Shading.pdf
The idea is to capture "directionality" in the light map, and it's achieved by sampling the light from three different normals:
And then sample these three light maps weighting by how much the unpacked normal faces each one of these directions.
I've tried rendering this the simple way - by creating a normal map with Vray Color to represent these directions:
But there are some artifacts that i'm curious if could be with a vray glsl material.
The halo around the light (black hole up on the top) and the edges of the boxes shouldn't be glowing because i should discard the samples if the come from underneath the surface.
Any ideas on how this could be done? Is it enough to multiply the basis normal result with the ndotl from the regular normal?
I'm also curious if this type of manipulation is even possible with the GLSL material. My understanding is that each sample going away from a point should be weighted by the dot with this normal basis, and the ndotl with the regular normal. It doesn't seem that i can do that directly though with the irradiance functions. I was thinking though if i could maybe use the reflection raytrace to shoot random hemisphere samples that would hit other points that just return regular irradiance.
Any input on this would be appreciated.
http://www.valvesoftware.com/publica...e2_Shading.pdf
The idea is to capture "directionality" in the light map, and it's achieved by sampling the light from three different normals:
And then sample these three light maps weighting by how much the unpacked normal faces each one of these directions.
I've tried rendering this the simple way - by creating a normal map with Vray Color to represent these directions:
But there are some artifacts that i'm curious if could be with a vray glsl material.
The halo around the light (black hole up on the top) and the edges of the boxes shouldn't be glowing because i should discard the samples if the come from underneath the surface.
Any ideas on how this could be done? Is it enough to multiply the basis normal result with the ndotl from the regular normal?
I'm also curious if this type of manipulation is even possible with the GLSL material. My understanding is that each sample going away from a point should be weighted by the dot with this normal basis, and the ndotl with the regular normal. It doesn't seem that i can do that directly though with the irradiance functions. I was thinking though if i could maybe use the reflection raytrace to shoot random hemisphere samples that would hit other points that just return regular irradiance.
Any input on this would be appreciated.
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