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Implement local cubemaps blending in Three.js


benmack180
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Our game has mostly interior environments, we need reasonably correct reflection for the floor.

We’ve already using box projected cubemaps (i.e. parallax envMap) but as each mesh can only has 1 envMap, we have to split the floor to multiple parts according to the local cubemap position, which is unreasonable for our use case.

 

We need someone to implement the POI based cubemap blending method as described very detailed here: https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/

 

References:

https://seblagarde.files.wordpress.com/2012/08/parallax_corrected_cubemap-siggraph2012.pdf

https://docs.godotengine.org/en/3.1/tutorials/3d/reflection_probes.html#blending

https://docs.unity3d.com/Manual/UsingReflectionProbes.html

 

We’re really looking forward for a long-term collaboration.

 

The budget is to be negotiated.

 

Please send your quote to: [email protected]

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