emack
06-06-2003, 03:20 AM
I recently discovered that the radiosity solution in Electricimage does not support bump mapping. One has to add lights to the scene to generate the incoming light normals that can then make the bump shaders work. This is not practical for me, so I'm investigating other solutions.
How do other GI systems (MR, FinalRender, Brazil, 3Delight) handle this? Depending on the angles of incident light from the CG lights won't work for any sort of complex scene; too much is occluded from direct bounces. Do these engines cook up some sort of averaged incident light angle based upon the photon map samples? Or, alternatively, do most of them solve the problem by just using displacement? Seems computationally expensive . . .
I'm just looking for something that can handle radiosity or GI, bump maps, and storing the GI solution for architectural flythroughs. FinalRender does not seem to have a real baking process; to avoid flicker one has to make camera maps of a radiosity solution and project them. mental ray can store the photon maps, but I don't know how it handles bump maps in conjunction with this.
Suggestions?
Thanks,
Eliot
How do other GI systems (MR, FinalRender, Brazil, 3Delight) handle this? Depending on the angles of incident light from the CG lights won't work for any sort of complex scene; too much is occluded from direct bounces. Do these engines cook up some sort of averaged incident light angle based upon the photon map samples? Or, alternatively, do most of them solve the problem by just using displacement? Seems computationally expensive . . .
I'm just looking for something that can handle radiosity or GI, bump maps, and storing the GI solution for architectural flythroughs. FinalRender does not seem to have a real baking process; to avoid flicker one has to make camera maps of a radiosity solution and project them. mental ray can store the photon maps, but I don't know how it handles bump maps in conjunction with this.
Suggestions?
Thanks,
Eliot
