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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.
Solved! Go to Solution.