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    <title>topic Default Shading Environment - Global Diffuse map/Global Specular Map in Stingray Forum (Read Only)</title>
    <link>https://forums.autodesk.com/t5/stingray-forum-read-only/default-shading-environment-global-diffuse-map-global-specular/m-p/6342190#M4797</link>
    <description>&lt;P&gt;I have question regarding customizing a couple of the Default Shading Environment's Global Lighting maps, specifically the Global Diffuse Map and Global Specular Map. I was able to get the Skydome Map to work with a traditional lat-long (4096*2048px) .DDS texture and expected (as with in other engines that I am familiar with) that I could simply apply this map to the other two maps as well so that everything is using the same general map to receive its various lighting information. However, taking a look at the default "core/stingray_renderer/environments/midday/diffuse_cube" and ".../specular_cube" textures, it appears that Stingray is using the less-than-ideal NVIDIA horizontal six-sided box map texture for these maps. Going forward, will Stingray be able to read these global specular and diffuse values from more-standard lat-long sphere-maps/HDRs?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Alternatively, are you aware of a method for converting lat-long or probe HDRs to the format needed by these inputs?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Many thanks.&lt;/P&gt;</description>
    <pubDate>Sun, 22 May 2016 02:33:09 GMT</pubDate>
    <dc:creator>uinsuton</dc:creator>
    <dc:date>2016-05-22T02:33:09Z</dc:date>
    <item>
      <title>Default Shading Environment - Global Diffuse map/Global Specular Map</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/default-shading-environment-global-diffuse-map-global-specular/m-p/6342190#M4797</link>
      <description>&lt;P&gt;I have question regarding customizing a couple of the Default Shading Environment's Global Lighting maps, specifically the Global Diffuse Map and Global Specular Map. I was able to get the Skydome Map to work with a traditional lat-long (4096*2048px) .DDS texture and expected (as with in other engines that I am familiar with) that I could simply apply this map to the other two maps as well so that everything is using the same general map to receive its various lighting information. However, taking a look at the default "core/stingray_renderer/environments/midday/diffuse_cube" and ".../specular_cube" textures, it appears that Stingray is using the less-than-ideal NVIDIA horizontal six-sided box map texture for these maps. Going forward, will Stingray be able to read these global specular and diffuse values from more-standard lat-long sphere-maps/HDRs?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Alternatively, are you aware of a method for converting lat-long or probe HDRs to the format needed by these inputs?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Many thanks.&lt;/P&gt;</description>
      <pubDate>Sun, 22 May 2016 02:33:09 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/default-shading-environment-global-diffuse-map-global-specular/m-p/6342190#M4797</guid>
      <dc:creator>uinsuton</dc:creator>
      <dc:date>2016-05-22T02:33:09Z</dc:date>
    </item>
    <item>
      <title>Re: Default Shading Environment - Global Diffuse map/Global Specular Map</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/default-shading-environment-global-diffuse-map-global-specular/m-p/6343932#M4811</link>
      <description>&lt;P&gt;Generally speaking, those inputs are used for your reflection probe maps. &amp;nbsp;When you bake a reflection probe, you can specify which will be the default reflection probe for your scene (when another reflection probe is not close enough to influence it). &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;See this article for more info on reflection probes and how they are used... &amp;nbsp;&lt;A href="https://knowledge.autodesk.com/support/stingray/learn-explore/caas/CloudHelp/cloudhelp/ENU/Stingray-Help/stingray-help/lighting-rendering/lighting/reflections-html.html" target="_blank"&gt;https://knowledge.autodesk.com/support/stingray/learn-explore/caas/CloudHelp/cloudhelp/ENU/Stingray-Help/stingray-help/lighting-rendering/lighting/reflections-html.html&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Mon, 23 May 2016 14:13:43 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/default-shading-environment-global-diffuse-map-global-specular/m-p/6343932#M4811</guid>
      <dc:creator>paulkind</dc:creator>
      <dc:date>2016-05-23T14:13:43Z</dc:date>
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