Modo: Spherical Maps

More details about my findings when trying to create spherical reflection maps…
This is a scene from the iPhone-game I’m working on:

I placed a sphere in the center of the scene, applied a 100% reflective material (no specular or other stuff) and tried Render > Bake to Render Outputs

Well… Not all that great. Turns out the position of the camera is quite important here too. The trick is to place the camera inside the sphere:

Voilà – perfect result.

PS: Well, a couple of other things needed to be set up too… Render/Global Illumination: Ambient Intensity to 1.0, Ambient Color to pure white, Final Color Output: Gamma to 1.0…

Well, just see for yourself. Here’s a file containing the setup for both cubemap rendering and spherical map baking: cubemapBakingSetupEmpty.lxo

Edit: You can now set your camera’s projection type to spherical in modo! Even easier! 

Bookmark the permalink. Follow any comments here with the RSS feed for this post. Trackbacks are closed, but you can post a comment.


    chad on December 12, 2008 at 22:22 | Permalink

    nice work.
    I’m getting a mbp next week.. can’t wait to try this out~


    Hanford on December 21, 2008 at 01:51 | Permalink

    Cool to see a modo/unity blog. I am learning modo right now and am loving it; although it’s a lot to take in.


Post a Comment

Your email is never published nor shared. Required fields are marked *


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>