Hello there ! Here is finally how i've done it with vray. It's fairly simple, but since i'm shit at understanding technical papers, i struggled long time. So i've simply overidden the mesh normals with applying 3 different materials with a special color in the bump channel as normal map for each. This is the technic i was…
Yeah, again, i'm only artist with light knowledge of the technical stuff. Gamma correction is also a different issue. In liner workflow, ligtht calculation is made in gamma 1 with diffuse textures at gamma 1, and only at the end the gamma 2.2 is applied. I do think the lightmaps shouldn't be gamma corrected. Only the final…
I would say you should try adding normal map and specular map info into the screen buffer in a separate pass, like this: Pass1. render the object with diffuse and lightmap. Pass2. render normal map and specular highlights(using actual light positions, or perhaps prebaked per lightmap pixel light normals) Pass3. render…
Hey ppl :) I'm in the process to improve our lighting workflow at work. Problems : No one here has really skills on advanced lighting technics. Also I'm a simple cg artist and technical papers are beyond me. I'm very sorry if my technical vocabulary is approximate and my post as messy as my brain. We need to stay "mass…