At last here is a first proper cube mapping in BGE. Done it with help from Dalai Felinto (dfelinto).
For those who want to make fast, and easy to setup reflections and refractions.
Things yet to do:
Nicely done Martins. I really liked the result. Congrats
As I told you I will enable an option to output EnvMap/CubeMap from the dome mode. Therefore we will be able to “bake” animated EnvMaps
(I wasn’t that excited with this possibility for the lack of cubemap support “out of the box” in current GLSL mode).
well technically yes the reflection is raytraced, but baked into a cube map.
Hmm great to hear that it works flawlessly on ATI cards…
baking env maps in game realtime? that sounds awesome… actually that makes real reflection/refraction for cars or any reflective/refractive object.
Also baking envmap in game would be a nice feature, currently it is possible to render it raytraced, and it usually looks different than seen in game.
btw I will also try image based lighting with this technique.
great to hear it works also on Mac`s
I really love your works, especially your line art
Some works little reminds me of Hayao Miyazaki/Studio Ghibli films
I’m new to Blender and have some questions about the scene.
I’m curious about the lighting. To me it looks like it is baked lighting that has been applied through a material. But I can’t see the material. So this makes me wonder if it was baked by the GE sort of like the Source or Unreal Engines.
Will we be able to use this Env Map in materials with stencils? For example like water puddles on a muddy earth texture?
Hi, the demos are real nice, but I found out, in the first one, that if you rotate the sphere, like making it a rigid body, the cube map also does as if the scene surrounding it were rotating too, isn’t this not supposed to happen?
If you wanted to use the video texture plug-in for this effect in real time would you use cube maps or reflection mapping with the reflection camera tracking to the player camera? I imagine that doing this in real time would be processor heavy so the one camera method might work best.