Some examples of both cubemap reflection and cubemap diffuse. http://zellersamuel.wordpress.com/2010/03/06/cubemaps/ Diffuse cube lighting is basically a quick hack to get soft ambient-style lighting, but it's very static, you need a new cubemap when your character goes inside for example. UDK now has better more-accurate…
Image based lighting is very common in games these days, you have a cubemap for ambient diffuse, and a cubemap for specular reflection, point lights are added on top of that using standard specular methods. Your gloss map controls the tightness of the point lights, as well as the blur of the specular reflection cubemap,…
actually i have worked on many games that use cube maps reflections for spec,and duffuse cubemaps for bounce lighting. in fact most deferred engines do this. it looks really nice and is better than the old school blinn spec. you dont have to render out separate cube maps because cubemaps have mips, if you want a rougher…
Pretty sure I'm more derp, what do you mean by use cube maps for reflections - are you guys just talking about plugging in a cube map as well as the spec or what? So confused but feel I should really grasp what you guys are talking about lol XD. "actually i have worked on many games that use cube maps reflections for…