Implement local cubemaps blending in Three.js

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://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: benmack180@gmail.com

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hayden

This probably doesn’t meet any definition of a “reasonably correct reflection”, but #18371 will get you rough diffuse colors reflected onto dynamic objects from the floor, with blending/interpolation between probes. :upside_down_face:

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