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8/19/2019 139823 http://slidepdf.com/reader/full/139823 1/5 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)  AUTH OR:  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 11.5K Replies )  (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 11.5K Replies © 2016 Polycount. All image rights belong to their authors. Twitter (https://twitter.com/polycount) Facebook (https://www.facebook.com/Polycount/) Shop (http://polycount.spreadshirt.com/)

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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

11.5K Replies

)

 (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

11.5K Replies

© 2016 Polycount. All image rights belong to their authors.

Twitter (https://twitter.com/polycount) Facebook (https://www.facebook.com/Polycount/)

Shop (http://polycount.spreadshirt.com/)

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 (HTTP://POLYCOUNT.COM/POST/GOOGLEPLUS/COMMENT?ID=2136808)

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

13 Topics

509 Replies

 (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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 (HTTP://POLYCOUNT.COM/POST/GOOGLEPLUS/COMMENT?ID=2136831)

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O�ine / Send Message (/messages/add/EarthQuake)

 Joined October 2004

244 Topics11.5K Replies

 (HTTP://POLYCOUNT.COM/POST/GOOGLEPLUS/COMMENT?ID=2136840)

 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

15 Topics

973 Replies

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

0 Topics3 Replies

 (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

0 Topics

3 Replies

 (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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