Filed under: shaders

HDRIBL in realtime, more screens

Another idea i wanted to try was mixing the environment colors into the diffuse color of the object, making it pickup the lighting from the environment around it. This was helped by the realtime reflection, because Blindside gave me a cool idea. He suggested i blur the reflection map and use that to calculate the ambient lighting, but i have opted for a number of techniques i will try. The first was to simply do a color multiply from the diffuse to the reflection, seeing if it "taints" my diffuse color as i had hoped. It worked as expected and i was glad to see the lighting from the scene affecting the objects. I tested with some white diffuse and the db9 model from someone on the forums (aux) and i managed to bind the lighting to the scene with not much extra cost. Below are the screenshots before i attempted the objects catching the environment light, and after is the results of todays quick test. No environment lit objects :
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Using the lighting around the car to light it as well :
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Nowhere near as awesome as it can be, ill obviously tweak it more and more... As well as fix the inverted reflections as soon as i have time to.

Reflections, and some HDR

Thanks to SteelStyle who write a nice HDR Image format loader i was able to throw in a quick HDR lit environment map, which i can test with and adapt easily for use in the game. Some other cool things is i keep going round in circles with the reflection. First its upside down, but the right way round. Then its the right way but horizontally wrong etc. I only tried a couple brute force values but ill fix it whenever i get around to thinking on it again. For now, some more in game eye candy.
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