Hello,
So I need to create a cube map, but since our project is open world with dynamic light (sun moving) should I remove the light source from my cubeMaps? Otherwise the object will have two suns reflecting right? One from the actual directional light and another one from the cube map.
Any advice is appreciated.
Replies
I think your biggest issue, if the sun is moving and you're going to potentially have different times of day, is the balancing of the ambient light from the static cubemap. If you capture a cubemap at a brightly lit time and try to use it in darker lighting, it's not going to look right. If you have it so your cubemap switches/generates at different intervals, then you'll be fine.
We are developing our own engine, we just implemented PBS and now I'am looking on how to approach the cube map that is used by the PBS.
What you said is very true, during different times of the day the cube map is going to look wrong, especially during dawn and dusk...
For local probes, you wouldn't want to paint anything out, the scene content baked into a local probe are essential for accurate lighting as you move from one area to another. Dynamic lights (including the sun) should be ignored from IBL probe capture. Probes should be generated by the engine and artists should never touch them other than applying them to the correct objects, but even that should be automated to a certain degree.
We are not using the Cubemap to lit objects, its just for reflections. on metallic and glossy surfaces.
So the cubemap is not generated by the engine. My idea right now is to create them with photoshop, four versions of the same, dawn, dusk, noon, night. and change them according.
What you guys think ? Acceptable ?