Jump to content

Image Based Lighting / Global Illumination


Recommended Posts

Maybe we could think of a new kind of Light object, which would take a cubemap texture in its constructor?


Then, the StandardMaterial would need to be expanded to add support for this special type of lighting. The given cubemap would then be sampled when determining the light value on a pixel.


Also, this could be linked to another suggestion on the forum about adding a gloss map, since the glossiness of a pixel would determine how much the image based light would be blurred. Example: http://www.cb.uu.se/~johan/grafik1_2014/images/filtered_cubemaps_lowres.png


EDIT: I just realized my suggestion makes no sense, since the StandardMaterial already has a reflectionTexture property, which takes a cubemap. See Wingnut's example here: http://www.babylonjs-playground.com/#SBTYP#1

So I guess we could say that IBL is already kind of supported! Apart from the gloss part.

Link to comment
Share on other sites

I have to say, I'm currently evaluating BJS vs other engines and the lighting is really the main thing that lets this engine down in my opinion.

Other engines have deferred lighting, image based lighting, global illumination etc. but Babylon just has a very basic forward lighting model. 

Good lighting can make even bad models look great. And let's be honest, as indie devs, we mostly make kinda bad models :)


The material shaders seem to support most of what is needed for physically based rendering but we really lack some form of GI to make a natural looking render.

Link to comment
Share on other sites

@Monkeyface: I tend (obviously :P ​) to disagree here. We have:

- Diffuse

- Specular

- Fresnel

- Reflection

- Refraction

- Bump

- Glossiness

- Ambient

- Emissive


So from a physically based rendering standpoint, you have almost everything that you need giving that we try to be able to run even on low end devices


Let's then add sfx:

- HDR (soon)

- Volumetric light scattering

- Depth of field

- Soft shadows


- Bloom



Plus then:

- All custom shaders that you can imagine

- All custom postprocess that you can imagine

Link to comment
Share on other sites

  • 1 month later...
  • 2 years later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...