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mitm001 há 5 anos atrás
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+ 2 - 2
docs/modules/tutorials/pages/how-to/articles/pbr/pbr_part3.adoc

@@ -3,7 +3,7 @@
 :revdate: 2020/07/23
 
 
-image::jme3/advanced/irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
+image::how-to/articles/pbr/irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
 *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.
 
 <<jme3/advanced/pbr_part1#,Physically Based Rendering – Part one>>
@@ -71,7 +71,7 @@ As you can image that’s not practical for a real time rendering pipeline. Even
 
 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.
 
-image::jme3/advanced/irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
+image::how-to/articles/pbr/irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
 On the left the original cube map, on the right, the pre computed irradiance map.
 
 So at run time you just have to do one texture fetch in that map with the reflection vector. Pretty cool heh?