View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005239||The Dark Mod||Graphics||public||03.05.2020 11:12||28.06.2020 08:19|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|Product Version||TDM 2.08|
|Target Version||TDM 2.09|
|Summary||0005239: Reflection probes support in the engine|
|Description||Currently, 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).|
|Tags||No tags attached.|
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).
|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?|
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).
|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|