Default Shading Environment - Global Diffuse map/Global Specular Map

Default Shading Environment - Global Diffuse map/Global Specular Map

uinsuton
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Default Shading Environment - Global Diffuse map/Global Specular Map

uinsuton
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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?

 

Alternatively, are you aware of a method for converting lat-long or probe HDRs to the format needed by these inputs?

 

Many thanks.

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paulkind
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Generally speaking, those inputs are used for your reflection probe maps.  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).  

 

See this article for more info on reflection probes and how they are used...  https://knowledge.autodesk.com/support/stingray/learn-explore/caas/CloudHelp/cloudhelp/ENU/Stingray-...

 

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