So I was fooling around with trying to mimic what stuff like marmoset/dDo previewer does.
This is my attempt so far, if someone could maybe have a look at it, see how it could maybe be improved or if I didn't make any silly mistakes (I'm not much of a technical/shader guy, but I want to try to get this to a decent/usable state).
So, just the basic stuff, gloss controls the blurryness, spec controls the amount of reflection.
Package+map link: (needs dx11 for the cubemap blurring)
https://www.dropbox.com/s/xw93q1gbudlkp5l/materialtest.rar
SphereTest:
Test asset that was done in the dDo previewer:
Right to left: (with a bit of shitty cubemap)
-Standard material (normal spec/gloss)
-Standard material with some ambient light from the cubemap
-Material with ambient + reflections
Replies
http://www.polycount.com/forum/showpost.php?p=1700667&postcount=5
Like is now, it's blurring between 2 LOD's of it (high and low), so I don't think using 2 seperate imported cubemaps will improve that much, maybe I'll try it that way.
And for the crashing, do you have the latest UDK + in dx11 mode? don't really know why it is doing that.
I also made an IBL mat a few weeks ago and mine can work with "pre-made" cubemaps ( you import the sharp and the pre-blurred cubemaps) and it can use real time cubemap actors with real time blur that is similar to this method:
http://www.polycount.com/forum/showthread.php?t=75437&highlight=blur+material+udk
Also, its using HDR parameters, Diffuse, and Specular IBL.
Do you mind sharing yours so I can have a look at that? ^^
https://www.dropbox.com/s/f2vfzr97or5ugzh/Material.rar
note: I wouldn't use it as is, because there are probably some mistakes in it/things that could be done better
I have a DX9 compatible version of cube map blurring here http://www.polycount.com/forum/showthread.php?t=121938
Neat idea. Its something I wondered about being feasible and looking good once I got the blurring working.