How to fake GI on complex scenes?


#21

Hi,

I wonder if there is a way to bake specularity into the textures … same as light and color and AO … ??

this is for a test project for a new iPad platform (not out yet) for real 3D experience, kinda like walking in a game but only via web coding - so no real engine to handle light nodes etc,

where there are NO lights supported … so all the lighting and stuff needs to be in a texture … and so even the specularity, since there cannot be any lights, there is also no specularity reflection coming for the light … you know

any way to go (instead of hand painting the specularity in photoshop??)

thank you


#22

Specularity can’t be baked since it’s dependent on the camera’s position in the scene. As soon as the camera position changes, so does the specular component.

If your graphics engine supports multitexturing, you can fake specular highlights using a reflection map sort of like this one:

If your vertex count is low, you could compute the specular component per-vertex like it’s done for goraud shading.


#23

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