Ok, firstly, this IS a general subject, as it must be done in other programming languages, so please don't move it to the blitz3d forums :o) Not as many of the users read that anymore, and i'm desperate for help on this.
I am using a cubemap to light my character correctly, taking all the lighting that around him so he picks it all up. Now, the main issues i'm having, is the cubemap i'm applying to him, is FAR too shiney. Anyone who has seen the thread in the blitzshwcase, under KidX and The Fiction Machine, can see from the screenshots.
I use:
A texture with the details of the character, backpack, face, goggles.
A cubemap, updated to capture his surrounding.
I've used multiple blend. Too dark, and still suffers from the shinyness issues.
I've used add mode. Nope, way too bright...
I've used mod2 blend mode. Again, far to shiney.
I'm looking to apply the cubemap in such a way, that the light is somewhat matted.
Now, in the respect i've tried using sswifts blur texture. It does blur the texture alright, but not enough. The more i blur it, the more slowdown i get. I don't think i could blur it anymore actually.
I've also tried a smaller cubemap, all the way down to 2x2. Now, it somewhat achieves what i'm after, BUT, it's just not detailed enough, in that the light flickers in and out, because of the extremely low texture resolution.
I'm frankly out of ideas now. Does anyone have any other suggestions about using cubemaps for lighting? Mind i'm after a more matt finish.
Thanks for reading.
EDIT - forgot to mention, i have multiple light sources, so the cubemaps seem the easiest way to get as many as light sources as they are, without worrying about finding out how many there are.
I am using a cubemap to light my character correctly, taking all the lighting that around him so he picks it all up. Now, the main issues i'm having, is the cubemap i'm applying to him, is FAR too shiney. Anyone who has seen the thread in the blitzshwcase, under KidX and The Fiction Machine, can see from the screenshots.
I use:
A texture with the details of the character, backpack, face, goggles.
A cubemap, updated to capture his surrounding.
I've used multiple blend. Too dark, and still suffers from the shinyness issues.
I've used add mode. Nope, way too bright...
I've used mod2 blend mode. Again, far to shiney.
I'm looking to apply the cubemap in such a way, that the light is somewhat matted.
Now, in the respect i've tried using sswifts blur texture. It does blur the texture alright, but not enough. The more i blur it, the more slowdown i get. I don't think i could blur it anymore actually.
I've also tried a smaller cubemap, all the way down to 2x2. Now, it somewhat achieves what i'm after, BUT, it's just not detailed enough, in that the light flickers in and out, because of the extremely low texture resolution.
I'm frankly out of ideas now. Does anyone have any other suggestions about using cubemaps for lighting? Mind i'm after a more matt finish.
Thanks for reading.
EDIT - forgot to mention, i have multiple light sources, so the cubemaps seem the easiest way to get as many as light sources as they are, without worrying about finding out how many there are.