Hi guys,
i implemented ibl in my engine. Currently i precompute cubemaps offline and use them in game. This works good, but its only static. I would like to implement dynamic cubemap creation and convolution. I more or less know how to do it. But : My current workflow is : Render hdr cubemap in 3dsmax with mental ray (white material for everything). Convolute with ibl baker. Use it in game. Capture probe ingame (only once). Convolute with ibl baker and use it without changing. This is used for every "ambient" light in game. On top of that I'm rendering "normal" light (with ambient and specular).
I would like to capture and convolute cubemaps dynamically in game. So capture cubemap in 3ds max once. Use It in game and generate cube maps there at some time. This sounds easy. But as I said I first render ambient lights and on top of that normal lights. Then I create cubemap from that and use it in next frame for ambient light and add normal lights... Creating infinite feedback. Is there any way around it ? I believe games are using reatime generated ibl cubemaps. Or it's done completely differently ?
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