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View Full Version : HDRI -Vert Cross-Horz Cross....


Tierackk
03-14-2003, 01:58 AM
Hey,

I was hoping if someone could explain the difference between Light probe images, Sperical maps, verticle cross and horizontal crosses.

Im trying to figure out the differences and im thinking that perhaps the crosses are used to be mapped against a cube??

can anyone help?:surprised

jyrgen
03-14-2003, 07:30 AM
Yep, the crosses are for cube mapping. Look also here:

http://www.debevec.org/HDRShop/tutorial/tutorial4.html

Tierackk
03-14-2003, 05:45 PM
well heres the thing, I apply the cross map to a cube and render it out.. the thing is that the entire cross appears on only one side of the cube.. im curious to know how to map it so each side of the cube gets the proper piece of the cross..

ANYONE ... PLEEEEZE:D

Mauritius
03-16-2003, 07:21 PM
A spherical map is disadvantageous if used for reflection purposes. Near the poles the map's vertical resultion increases while near the equator it decreases.
This may lead to artifacts (too much/less sharpness) at render time.

A cubic environment map has a more isotropic distribution of samples.
For HDR lighting purposes the difference doesn't matter that much though.

.mm

DaForce
03-19-2003, 06:39 AM
Tierackk: You may need to uvwunwrap a box to get it to properly fit the hdri image, because you need to stretch the image over the whole cube.

Try applying a uvwmap and set it to box/cube mapping, otherwise you will need to uvwunwrap it and manually orientate the faces

Tierackk
03-21-2003, 08:44 PM
Thanks DaForce...ill try it out... its gonna take a while cause maya cant see the friggen files.

DaForce
03-21-2003, 09:10 PM
heheheh bugger

let us know how things go

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