rockefeller Posted March 11, 2018 Share Posted March 11, 2018 Is there a way to generate custom mipmaps for a texture and save it? For instance, Unity preblurs the mips of a cube map (using specular convolution) in order to accurately simulate roughness. https://docs.unity3d.com/Manual/class-Cubemap.html Quote Link to comment Share on other sites More sharing options...
rockefeller Posted March 12, 2018 Author Share Posted March 12, 2018 Found this https://doc.babylonjs.com/how_to/physically_based_rendering very helpful. I've also enabled the EXT_shader_texture_lod extension (as Webgl doesn't support textureCubeLod) and I now use textureCubeLodEXT instead of textureCube with a bias. I've taken a look at the default shader and I think it would be better to also use textureCubeLodEXT instead of textureCube for roughness. textureCube creates artifacts and changes with distance. more info here: https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/ @Deltakosh Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 12, 2018 Share Posted March 12, 2018 https://www.babylonjs-playground.com/#EY3PDA#5 https://www.babylonjs-playground.com/#EY3PDA#6 https://www.babylonjs-playground.com/#EY3PDA#7 maybe that help Quote Link to comment Share on other sites More sharing options...
rockefeller Posted March 13, 2018 Author Share Posted March 13, 2018 Something like that. Thanks for the xamples, but I've managed to do it using cube maps IBLBaker and textureCubeLodEXT GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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