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IDProjectCategoryView StatusLast Update
0005239The Dark ModGraphicspublic28.06.2020 08:19
Reportercabalistic Assigned Tocabalistic  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status assignedResolutionopen 
Product VersionTDM 2.08 
Target VersionTDM 2.09 
Summary0005239: Reflection probes support in the engine
DescriptionCurrently, setting up cubemap reflections in materials is a rather tedious and manual process for mappers. To support this feature better and make it more convenient to use, I propose to borrow the concept of reflection probes as utilized by e.g. Unity or Godot: mappers can reflection probe entities in their map, which the engine can then use to automatically capture cubemaps from those positions on command. Materials can be defined to use reflection probes, in which case the engine will auto-assign them cubemaps from reflection probes in their vicinity (either the nearest or possibly a blend of any relevant probe).
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stgatilov

stgatilov

28.06.2020 07:06

developer   ~0012638

It is supposed to add one more stage of dmap process?
Like what runParticle does for particle collisions (although I did not integrate it into dmap yet).
cabalistic

cabalistic

28.06.2020 07:15

developer   ~0012639

It will definitely need an in-engine command to generate reflection maps at all "probe" positions. I guess it would make sense to make that part of dmap eventually?
stgatilov

stgatilov

28.06.2020 08:19

developer   ~0012640

Yes, dmap looks like the best place, otherwise mappers will have to do some manual steps.

You can do it like it works with runAAS and runParticle: create a new compiler tool, and after some time integrate it into dmap (like AAS).

Issue History

Date Modified Username Field Change
03.05.2020 11:12 cabalistic New Issue
03.05.2020 11:12 cabalistic Status new => assigned
03.05.2020 11:12 cabalistic Assigned To => cabalistic
28.06.2020 07:06 stgatilov Note Added: 0012638
28.06.2020 07:15 cabalistic Note Added: 0012639
28.06.2020 08:19 stgatilov Note Added: 0012640