Help : Proper cubemap for static lighting
Community Forums/General Help/Help : Proper cubemap for static lighting
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Im trying to find a free cubemap, or a guide to make a cubemap for static toon lighting. Ive hacked one of my own together that works on all curved surfaces, but fails on sharp , 90 degree corners. If anyone can help, or point me to a useful article on drawing such a cubemap I would appreciate it. Ive googled for hours and found nothing that can help. Most ppl just use shaders, wich I cant do in B3D. What I really want to acheive is this click image link. http://wili.cc/softography/3d-engine/toon_shade.jpg? my hacked together cubemap ![]() The results im getting with my cubemap aligned with the lightsource is ![]() |
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Have you tried the old spheremap trick for toon shading? Basically a black square, with a white circle, ALMOST touching the edges? |
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old spheremap trick for toon shading? Basically a black square, with a white circle Ross, Isnt that for simulating outlines? I want to use a cubemap because fastext lets me align the cubemap to a light to simulate shading from the proper direction. |
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Ah right, sorry, i though you were after the outline for the toon shading :S I will have a play about with this though, i'm sure i can get what you need. |
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Have you read this thread? http://www.blitzbasic.com/Community/posts.php?topic=34792 sswift decribes a way to use a cubemap for cell shading. |
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Ok, after much messing about and releasing i have lost the fastlibs..., and using the above websites i posted, i am wondering why you have the highlight part of the light, on the right side of your cubemap. Surely if you can align the cubemap to a particular direction, then you should have the hightlight, and the solid shades on the front of the cubemap? |
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Hey, i think i might have it now. Can you provide me with a model to test? I have my own models, but i guess it needs to be suitable for your's. I'm still tweaking it, but it looks like this so far: |
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Also, what blend mode are you using for the cubemap? Again, it effects how dark the colours need to be. I looks like your using textureblend mode 2? |
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Ok, i think i got what you need. I'm not entirely sure, as i don't have any models you use, and i've tried to use the same colours as your orginal one you posted. The cubemap mode is set to mode 1, but, i think for lighting, you'd probably want mode 2, so it doesn't look so shiney. I dunno :) Texture blend on the cubemap is set to normal multiply mode. http://www.rosscrooks.pwp.blueyonder.co.uk/toon_shade.zip TBH though, i'd be happy if the shading was more rounded, but i'm finding it hard to curve the shading, to fit on the cube. |
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ross, sorry for not responding. sheesh my browser didnt show a new hit on the topic until today.. ill check that out. thank you ! |
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You nailed it! I havent put in in tiny tanks yet, but that is one sweet toony teapot, thanks again |
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hmm. been fiddling with it, but I cant seem to edit it properly to have the light from straight above in the cubemap. :) edit: Disregard my ramblings, the one you have made will work great, thanks. |
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Sorry, i just made it from straight on, as i thought you could rotate the cubemap. I'm glad it works though :) How does it look in the game? |
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Looks great Ross, ill post a shot once ive tweaked it some, I also allow vertex lighting via dx lights , so the combo is hard to get right. |
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ok, still tweaking but here it is now. you can see the cubemap on the tank, scenery, and crosshair![]() |
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Seems to work ok there. I can tweak the cubemap further, if you need more bands of colours, or less, or you need them further apart. Gfx looking sweet btw! |
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thanks, I think the cubemap is ok as it is, but if you have other variations I wouldnt mind taking a peek |