we're trying to use a sphere map to create a water reflection effect from a fixed camera
the camera in the scene is at a bit of an angle to the water and surroundings
what we're wondering is how we create the sphere map to accurately reflect the envoronment.. we've only ever used sphere map reflections to create a generic 'shinyness' and never to accurately reflect something, so we're at a bit of a loss how to match the reflection and generate the map itself
any ideas?
cheers!
rich
Replies
I'm not familiar with sphere maps do you mean cube maps? Both max and maya have ways of rendering cube maps from a scene. I'm not sure how Maya does it, some Maya Guru can probably chime in on that but heres how to do it in max.
Taken from the Polycount Wiki: http://wiki.polycount.com/Cube%20Map
spherical environment maps are something else, simpler than cube maps- they are only accurate from one camera perspective (think lit sphere maps in mudbox, pretty similar) they look basically like if you put a shiny ball into the environment and took a picture of it
I'm in maya 2008, i figured whatever technique i'd need would be universal but maybe not..
I'm not even sure it's possible to use them accurately on a more or less flat plane, if anyone knows..
It simulates perfectly a sphere, right? and the further you get from a sphere the less accurate the reflection gets, so a plane is probably fubard?
SEM on the wiki
Plane will work OK as long as it's bump-mapped. Without a bump, it'll probably just reflect a single pixel from the spheremap. You could also bend the plane's vertex normals outward, so it reflects more of the spheremap.
There is one Lens shader in Max called "Wrap Around (Lume)", it creates a spherical map, where the center of the sphere is the position of your scene camera. Nice thing to save these as HDRI
I've used it a few times to bake lightprobes out of scenes,pretty handy if you want to do a matte render.
Not sure if it makes sense but I hope it helped!