BMWPilote Posted July 10, 2018 Share Posted July 10, 2018 I followed this tutorial (https://doc.babylonjs.com/how_to/physically_based_rendering) and I used IBL Baker to generate dds files. My question is which one should I use? IBL Baker generated quite many. There are three which are interesting, the EnvHDR, DiffuseHDR and SpecularHDR. So which one exactly should I use? Thank you Quote Link to comment Share on other sites More sharing options...
Guest Posted July 10, 2018 Share Posted July 10, 2018 You need to use the SpecularHDR I need to mention that in the doc JackFalcon 1 Quote Link to comment Share on other sites More sharing options...
BMWPilote Posted July 11, 2018 Author Share Posted July 11, 2018 11 hours ago, Deltakosh said: You need to use the SpecularHDR I need to mention that in the doc OK. Can I know why we use only the specular part? Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted July 11, 2018 Share Posted July 11, 2018 I'm interested in that question too Quote Link to comment Share on other sites More sharing options...
Sebavan Posted July 11, 2018 Share Posted July 11, 2018 If I remember correctly the output naming of IBL Baker, EnvHDR is a none prefiltered cubemap (can be use for skybox for instance), DiffuseHDR is the cubemap for storing the irradiance part of the IBL but we do not need it as we are relying on harmonics in the pbr shader. Finally SpecularHDR fits with the specular computation of the Image Based Lighting relying on split sum approximation (like unreal has presented at Siggraph 2013). GameMonetize, JackFalcon and V!nc3r 3 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted July 16, 2018 Share Posted July 16, 2018 On 7/11/2018 at 5:57 AM, Sebavan said: If I remember correctly the output naming of IBL Baker, EnvHDR is a none prefiltered cubemap (can be use for skybox for instance), DiffuseHDR is the cubemap for storing the irradiance part of the IBL but we do not need it as we are relying on harmonics in the pbr shader. Finally SpecularHDR fits with the specular computation of the Image Based Lighting relying on split sum approximation (like unreal has presented at Siggraph 2013). Wait... What... ??? Shit i am Using the Radiance HDR in my Cubemap Filter Tool to produce the .dds for reflections... So are you saying i dont need to do that for the .dds environment reflection texture ??? Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted July 16, 2018 Share Posted July 16, 2018 FYI I just added an issue to get the IBL Baker doc' updated, hoping that derkreature is still active on github (last commit in May, so probably) Sebavan 1 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted July 17, 2018 Share Posted July 17, 2018 11 hours ago, MackeyK24 said: Wait... What... ??? Shit i am Using the Radiance HDR in my Cubemap Filter Tool to produce the .dds for reflections... So are you saying i dont need to do that for the .dds environment reflection texture ??? I do not think you were using iblbaker cause i did not see any radiance are you sure you re not speaking about cmft ? Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted July 17, 2018 Share Posted July 17, 2018 Let me double check, I was using both at one time... but I think I might be cmft via command line plugin Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted July 17, 2018 Share Posted July 17, 2018 Yo @Sebavan ... I went to double check... I am using the cmft to generate ENV texture ... But i am use the 'radiance' --filter option. It can only be 'none', 'radiance', 'irradiance' and 'shcoefs' So i was under the assumption i was generating ENV textures with RADIANCE ??? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted July 17, 2018 Share Posted July 17, 2018 yes radiance is the equivalent of specular in this case, it is just different terminologies. Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted July 17, 2018 Share Posted July 17, 2018 Thanks for clearing that up for me ? Quote Link to comment Share on other sites More sharing options...
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