jessepmason Posted August 4, 2015 Share Posted August 4, 2015 Hey everyone! I am curious if there has been talk about implementing image based lighting / global illumination? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 5, 2015 Share Posted August 5, 2015 no but we can start one Quote Link to comment Share on other sites More sharing options...
jessepmason Posted August 5, 2015 Author Share Posted August 5, 2015 well! i think a lot of people could benefit from it! I know I could But I don't have enough knowledge on Babylon to know where to begin! I know its not a simple thing.Do you or anyone else care to elaborate if its possible???? Quote Link to comment Share on other sites More sharing options...
jahow Posted August 6, 2015 Share Posted August 6, 2015 Maybe we could think of a new kind of Light object, which would take a cubemap texture in its constructor? Then, the StandardMaterial would need to be expanded to add support for this special type of lighting. The given cubemap would then be sampled when determining the light value on a pixel. Also, this could be linked to another suggestion on the forum about adding a gloss map, since the glossiness of a pixel would determine how much the image based light would be blurred. Example: http://www.cb.uu.se/~johan/grafik1_2014/images/filtered_cubemaps_lowres.png EDIT: I just realized my suggestion makes no sense, since the StandardMaterial already has a reflectionTexture property, which takes a cubemap. See Wingnut's example here: http://www.babylonjs-playground.com/#SBTYP#1So I guess we could say that IBL is already kind of supported! Apart from the gloss part. Quote Link to comment Share on other sites More sharing options...
monkeyface Posted August 6, 2015 Share Posted August 6, 2015 I have to say, I'm currently evaluating BJS vs other engines and the lighting is really the main thing that lets this engine down in my opinion.Other engines have deferred lighting, image based lighting, global illumination etc. but Babylon just has a very basic forward lighting model. Good lighting can make even bad models look great. And let's be honest, as indie devs, we mostly make kinda bad models The material shaders seem to support most of what is needed for physically based rendering but we really lack some form of GI to make a natural looking render. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 6, 2015 Share Posted August 6, 2015 I think about adding what you mention Jahow: A new kind of light which just use a cubemap to return light color and intensity for each pixel. That could be really cool Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 6, 2015 Share Posted August 6, 2015 @Monkeyface: I tend (obviously ) to disagree here. We have:- Diffuse- Specular- Fresnel- Reflection- Refraction- Bump- Glossiness- Ambient- Emissive So from a physically based rendering standpoint, you have almost everything that you need giving that we try to be able to run even on low end devices Let's then add sfx:- HDR (soon)- Volumetric light scattering- Depth of field- Soft shadows- SSAO- Bloom Plus then:- All custom shaders that you can imagine- All custom postprocess that you can imagine Quote Link to comment Share on other sites More sharing options...
monkeyface Posted August 10, 2015 Share Posted August 10, 2015 @Monkeyface: I tend (obviously ) to disagree here. Hmm, yep looks like it has more than I thought! Maybe I just don't know how to use it Could you possibly make a demo to show how this works? I think that would be really useful to many of us. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 11, 2015 Share Posted August 11, 2015 which one? here is a tool to help you explorer the Standardmaterial: http://materialeditor.raananweber.com/ For sfx: https://github.com/BabylonJS/Samples/blob/master/Scenes/Customs/cellShading.jshttps://github.com/BabylonJS/Samples/blob/master/Scenes/Customs/dof.jshttps://github.com/BabylonJS/Samples/blob/master/Scenes/Customs/fresnel.jshttps://github.com/BabylonJS/Samples/blob/master/Scenes/Customs/postprocessBloom.jshttps://github.com/BabylonJS/Samples/blob/master/Scenes/Customs/postprocessConvolution.jshttps://github.com/BabylonJS/Samples/blob/master/Scenes/Customs/postprocessRefraction.jshttps://github.com/BabylonJS/Samples/blob/master/Scenes/Customs/ssao.jshttps://github.com/BabylonJS/Samples/blob/master/Scenes/Customs/volumetricLightScattering.js Quote Link to comment Share on other sites More sharing options...
monkeyface Posted September 18, 2015 Share Posted September 18, 2015 Looking into this more.... With the addition of the roughness and glossiness maps now in there, it seems image based lighting is the only thing missing now for the full PBR pipeline?We need to light the objects in the scene based on a cube map. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 18, 2015 Share Posted September 18, 2015 I'm working with Luucraao to create a new PBRMaterial for next release Vousk-prod., Temechon, monkeyface and 1 other 4 Quote Link to comment Share on other sites More sharing options...
jessepmason Posted September 18, 2015 Author Share Posted September 18, 2015 Can't wait! Perfect for my current project Quote Link to comment Share on other sites More sharing options...
efxlab Posted February 28, 2018 Share Posted February 28, 2018 Hey, the topic is a bit old, what about the image based lighting / global illumination in BJS ? There is some nice tool for paint the light, I think it use image based lighting: https://www.lightmap.co.uk thanks Quote Link to comment Share on other sites More sharing options...
Guest Posted March 1, 2018 Share Posted March 1, 2018 we support IBL in the PBRMaterial efxlab 1 Quote Link to comment Share on other sites More sharing options...
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