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arthQuake)
arthQuake)
So, I have this idea. I want to load a scene inside of unreal, and then bake a cube map
of that scene, save it out, and load into Toolbag to use as lighting data. The basic idea
being you could use the lighting you set up in your level to preview a small prop with
relatively close lighting in TB2. I'm not sure how well this will work but I think it could
be cool.
The problem is I'm an Unreal noob. I know how to load my own cubemaps into UE4
to use them as IBL, but what I'm wondering is:
1. How to bake a cubemap probe
2. Can I save that cubemap probe out? DDS cubemap format would be ne.
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adiancef0rge)
You can try using the intel gpa monitor, or renderdoc and take a shot of the game
then nd that resource if you can't gure it out some other way..
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dTheKrampus)
Add a 'Scene Capture Cube' actor to your scene. In the content browser, create a
new cube render target (under Materials and Textures.) Assign the render target to
your scene capture cube actor. To update the render target, move the scene capture
cube actor around. You can also increase the resolution of the capture by opening
the texture editor from the content browser, and while you're there it might be a
good idea to change the texture compression type to TC_HDR. Once you've done all
that, right-click the render target asset in the content browser and export it as HDR,
and you should be all set to move it to Toolbag.
If for some reason Toolbag 2 doesn't take equirectangular maps (I wouldn't know
since my trial ran out a while ago) you could just drag in six Scene Capture 2D actors
and stitch the skybox together from those.
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arthQuake)
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dTheKrampus)
You're welcome!
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ragontiger)
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ragontiger)
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