![]() ![]() There are multiple ways to create cubemaps in 3ds Max. Usually for games you store the bitmaps all in one file using DDS or another compressed format, though some editors prefer them stored as six separate bitmaps (then compress them internally). The bitmaps for each of the six sides need to be square, each needs to be powers-of-two in size (128, 256, 512, etc.), and all six images need to be the same resolution. ![]() The cube becomes obvious if viewed away from the center. This distortion becomes more obvious when you view it at any other angle, other than from the center of a cube. To counteract this, a cube map needs angular distortion. This means the center of each cube face is closer to you than the edges and corners are. The viewing angle bounces off the mesh surface at an angle opposite to the surface normals, so it points to particular parts of the cube map.Ĭubemaps can also be used for soft ambient-occlusion-like environment lighting, by using a diffusely convolved cubemap.Īnother method is a Spherical environment map, which maps a single image to use as a reflection similar to the behavior of a Billboard.ĭifferent tools expect different cubemap layouts.Ī cube map has to be created with some angular distortion in order to display a seamless panoramic image.Ī cube map is always displayed from a viewpoint in the center of a cube mesh. When used for reflections, the reflection cubemap is usually centered on the mesh object. ![]()
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