This is a test of Directional light maps It’s not quite correct with the computation, If some one has a clue how to fix that contact me at [email protected]
I might be able to fix it myself I’ll post it if I do.
It allows you to add hi frequency detail (normal map) wail using a low res lightmap, I might be able to fake spec with it, though I can all ready do that with out it. the issue with mine is if you look at you’ll that there areas that are light in the directional light mapped one there aren’t on any of the other ones. the use of the lightmaps in correct, but not the generation of them. If you look at the directional one you’ll see that theirs blue in places that should be black. Thats what I need to fix. If it were sh light then yes you can defiantly fake spec. but who needs that, it’s not bad to have it but I know the last of us used something in between sh and directional, but the fake spec they used would look almost the same with an even more simpler fake, though theirs is still better. I’ll post the paper this is based on.
The whole point of this is to not pre-bake normal mapped light maps. but to give the computer the info needed to add normal mapping on the fly with very little computation. it encodes the approximate direction of the in coming light. so you should be able to fake directional spec, but it might be better not to use the direction for the spec. Note that the node setup is not grate just a wip.
If anyone knows the source engine, expshilly the light mapping, I’d like to know. or just how to do costume BDRF’s in blender ether cycles or internal.