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@@ -3,7 +3,7 @@
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:revdate: 2020/07/23
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-image::jme3/advanced/irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
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+image::how-to/articles/pbr/irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
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*Note* : after several discussions in the team, I realized that some points were not clear in the “PBR for artists” post. I’ve made an update with additional information on how to handle metalness and specular. I invite you to read it.
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<<jme3/advanced/pbr_part1#,Physically Based Rendering – Part one>>
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@@ -71,7 +71,7 @@ As you can image that’s not practical for a real time rendering pipeline. Even
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Fortunately, We can use something called an *Irradiance map*. An irradiance map is basically the afford mentioned computation…except that it’s precomputed and baked into a texture. In practice here is what it looks like.
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-image::jme3/advanced/irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
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+image::how-to/articles/pbr/irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
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On the left the original cube map, on the right, the pre computed irradiance map.
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So at run time you just have to do one texture fetch in that map with the reflection vector. Pretty cool heh?
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