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8/19/2019 139823
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HOME(HTTP://POLYCOUNT.COM/) FORUM HOME(//POLYCOUNT.COM/FORUM)TECHNICAL TALK(//POLYCOUNT.COM/CATEGORIES/TECHNICAL-TALK)UNREAL ENGINE(//POLYCOUNT.COM/CATEGORIES/UNREAL-ENGINE)
(/discussion/159183)
AUTHOR: MVHAITSMA (/PROFILE/MVHAITSMA)
(htt
www.thefoundry.co.uk/products/modo/?utm_source=polycount&utm_medium=banner&
ampaign=gl-pc)
Baking cubemaps inside UE4
O�ine / Send Message (/messages/add/EarthQuake) Joined October 2004
244 Topics
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(HTTP://POLYCOUNT.COM/POST/GOOGLEPLUS/DISCUSSION?ID=139823)
So, I have this idea. I want to load a scene inside of unreal, and then bake a cube map
of that scene, save it out, and load into Toolbag to use as lighting data. The basic idea
being you could use the lighting you set up in your level to preview a small prop with
relatively close lighting in TB2. I'm not sure how well this will work but I think it could
be cool.
The problem is I'm an Unreal noob. I know how to load my own cubemaps into UE4
to use them as IBL, but what I'm wondering is:
1. How to bake a cubemap probe
2. Can I save that cubemap probe out? DDS cubemap format would be �ne.
EARTHQUAKE (/PROFILE/EARTHQUAKE) MOD September 2014 (http://polycount.com/discussion
/139823/baking-cubemaps-inside-ue4)
)
O�ine / Send Message (/messages/add/EarthQuake)
Joined October 2004
244 Topics
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Ok I found and read this: https://docs.unrealengine.com/latest/INT/Engine/Rendering
/LightingAndShadows/ReectionEnvironment/index.html
(https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows
/ReectionEnvironment/index.html)
And I think I generally understand how the probe system works.
However, does anyone know where the actual cubemap probes are stored?
EARTHQUAKE (/PROFILE/EARTHQUAKE) MOD September 2014 (/discussion/comment/2136808
/#Comment_2136808)
ge)
O�ine / Send Message (/messages/add/radiancef0rge)
Joined March 2013
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(HTTP://POLYCOUNT.COM/POST/GOOGLEPLUS/COMMENT?ID=2136820)
You can try using the intel gpa monitor, or renderdoc and take a shot of the game
then �nd that resource if you can't �gure it out some other way..
RADIANCEF0RGE (/PROFILE/RADIANCEF0RGE) September 2014 (/discussion/comment/2136820
/#Comment_2136820)
pus)
O�ine / Send Message (/messages/add/JedTheKrampus)
Joined November 2013
15 Topics
973 Replies
Add a 'Scene Capture Cube' actor to your scene. In the content browser, create a
new cube render target (under Materials and Textures.) Assign the render target toyour scene capture cube actor. To update the render target, move the scene capture
cube actor around. You can also increase the resolution of the capture by opening
the texture editor from the content browser, and while you're there it might be a
good idea to change the texture compression type to TC_HDR. Once you've done all
that, right-click the render target asset in the content browser and export it as HDR,
and you should be all set to move it to Toolbag.
If for some reason Toolbag 2 doesn't take equirectangular maps (I wouldn't knowsince my trial ran out a while ago) you could just drag in six Scene Capture 2D actors
and stitch the skybox together from those.
JEDTHEKRAMPUS (/PROFILE/JEDTHEKRAMPUS) September 2014 (/discussion/comment/2136831
/#Comment_2136831)
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O�ine / Send Message (/messages/add/EarthQuake)
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JedTheKrampus (/pro�le/JedTheKrampus) wrote: » (/discussion
/comment/2136831#Comment_2136831)
Add a 'Scene Capture Cube' actor to your scene. In the content
browser, create a new cube render target (under Materials and
Textures.) Assign the render target to your scene capture cube actor.
To update the render target, move the scene capture cube actor
around. You can also increase the resolution of the capture by opening
the texture editor from the content browser, and while you're there it
might be a good idea to change the texture compression type to
TC_HDR. Once you've done all that, right-click the render target asset inthe content browser and export it as HDR, and you should be all set to
move it to Toolbag.
If for some reason Toolbag 2 doesn't take equirectangular maps (I
wouldn't know since my trial ran out a while ago) you could just drag in
six Scene Capture 2D actors and stitch the skybox together from
those.
Oh fuck yeah, you rule!
This worked perfectly and was super easy. Thanks!
EARTHQUAKE (/PROFILE/EARTHQUAKE) MOD September 2014 (/discussion/comment/2136840
/#Comment_2136840)
pus)
O�ine / Send Message (/messages/add/JedTheKrampus)
Joined November 2013
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You're welcome!
JEDTHEKRAMPUS (/PROFILE/JEDTHEKRAMPUS) September 2014 (/discussion/comment/2136856
/#Comment_2136856)
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O�ine / Send Message (/messages/add/dragontiger)
Joined March 2015
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(HTTP://POLYCOUNT.COM/POST/GOOGLEPLUS/COMMENT?ID=2271994)
Hello That was very usefull. thanks.
I have a question:
There's any way to record a equirectangular animation sequence of the 'Scene
Capture Cube' ?
The workaround is screecapture but i'm looking for something better
DRAGONTIGER (/PROFILE/DRAGONTIGER) March 2015 (/discussion/comment/2271994
/#Comment_2271994)
)
O�ine / Send Message (/messages/add/dragontiger)
Joined March 2015
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(HTTP://POLYCOUNT.COM/POST/GOOGLEPLUS/COMMENT?ID=2272522)
That was very useful thank you very much.
I have a question:
There is anyway to export the equirectangular animation texture to a image
sequence ?
The workaround is screen capture but i'm looking for something better
DRAGONTIGER (/PROFILE/DRAGONTIGER) March 2015 (/discussion/comment/2272522
/#Comment_2272522)
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