Ali Rahimi Shahmirzadi ali-rahimi-shahmirzadi CG Location: Tehran, Iran Language(s):
English, Perisan Member Since: April 2002 Last Updated: 21 December 2009 Portfolio Views: 30934 Chosen as Favorite: 23
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This work is 16 Bit HDR Radiosity Normal Mapping. I usually use the same method for all of my realtime project. Radiosity Normal Mapping is a method that have been used in Half-Life®2 / Valve Source™Shading. In Radiosity Normal Mapping, we transform our basis into tangent space and compute light values for each vector. Therefore we will have 3 Directional lightmap.
http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf
Turtle render engine for maya support Radiosity Normal Mapping. With turtle for maya we can bake and see radiosity normal map directly in maya plus other stuff.
http://www.illuminatelabs.com/turtle/technical-specifications
I build the hlsl shader for Quest3d with ShaderFX. Also normal map should be world space instead of tangent space. Its possible to do the conversion inside maya. Also you can combine world space normal map with directional occ to have a self shadow for your texture. Temple 2 win a 4th place in Quest3d 2009 competition.
http://www.quest3d.com/index.php?id=217