Difference between revisions of "Spherical environment map"

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Spherical Environment Mapping (SEM) is one of the simplest [[Cube map|reflection mapping]] techniques.
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= Spherical Environment Map =
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When the camera moves around the object, the reflection is not very realistic since the same image is always reflected.  
Spherical Environment Mapping is one of the simplest reflection mapping techniques. However if the camera moves around the object, the reflection is not very realistic since the same image is always reflected. The reflection is view-aligned.
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ZBrush uses SEMs for its materials, it calls them LitSpheres.
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The image is usually aligned with the camera, although you could align it to other directions. For example Mudbox aligns its SEMs to the light, or in Unreal you can align SEMs to the Up vector (world space) and other directions.
  
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Also called MatCap or Lit Sphere.
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[[image:litspheres_cmp.jpg|left|frame|Image by [http://www.peterboehme.com/ Peter "peppi" Boehme].]]<br clear="all"/>
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* [https://forums.unrealengine.com/showthread.php?13501-Matcaps-for-UE4 Matcaps for UE4] Unreal Engine Forum thread.
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* [http://polycount.com/discussion/112129 UDK LitSpheres, world space and camera space] Polycount Forum thread.
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* [http://docs.pixologic.com/user-guide/materials-lights-rendering/materials/matcap/matcap-basics/ MatCap Basics » ZBrush Docs] Pixologic documentation.
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* [http://area.autodesk.com/tutorials/lit_sphere_material_closer_look Mudbox Lit Sphere] Autodesk video tutorial.
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* [http://norman3d.com/blog/?p=62 Spherical Environment Mapping in Unreal 3] - by ''[http://norman3d.com Norman 'Norman3D' Schaar]''
 
* [http://www.ozone3d.net/tutorials/glsl_texturing_p04.php The Art of Texturing Using The OpenGL Shading Language - Spherical Environment Mapping] - by ''[http://www.ozone3d.net/about.php Jerome Guinot]''
 
* [http://www.ozone3d.net/tutorials/glsl_texturing_p04.php The Art of Texturing Using The OpenGL Shading Language - Spherical Environment Mapping] - by ''[http://www.ozone3d.net/about.php Jerome Guinot]''
* [http://norman3d.com/blog/?p=62 Spherical Environment Mapping in Unreal 3] - by ''[http://norman3d.com Norman Schaar]''
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* [http://polycount.com/discussion/68125/litspheres-in-max-viewport/p1 LitSpheres in Max viewport] Polycount Forum thread has Max & Maya FX shaders and many example Lit Spheres.
* [http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max] by ''[http://www.till.maginot.eu/ Till "Rollin" Maginot]'' supports SEM (LitSphere). More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.
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* [http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max] by ''[http://www.till.maginot.eu/ Till 'Rollin' Maginot]'' supports LitSpheres. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.
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* [http://vimeo.com/7916648 Mudbox Litspheres creation] - by ''[http://www.pioroberson.com/ Pior 'pior' Oberson]'', timelapse video of him creating Lit Spheres.
  
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* Return to [[Polycount|Main Page]]<br> Return to [[Category:Texturing]]
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[[Category:Texturing]] [[Category:TextureTypes]] [[Category:Shaders]]

Latest revision as of 17:52, 7 November 2016

Spherical Environment Mapping (SEM) is one of the simplest reflection mapping techniques.

When the camera moves around the object, the reflection is not very realistic since the same image is always reflected.

The image is usually aligned with the camera, although you could align it to other directions. For example Mudbox aligns its SEMs to the light, or in Unreal you can align SEMs to the Up vector (world space) and other directions.

Also called MatCap or Lit Sphere.



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