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iblbaker's Issues

Issue with sampling input radial or equirectangular map

Very nice tool Matt!

I just wanted to point out something I found. Not sure if you find this valuable.

When using a radial or equirectangular map the result did not look right as can be seen below:

image

After replacing the function texSpherical in IblEnvironmentSphereSpherical.fx and IblSinglePassSphericalEnvironment.fx with "proper" sampling code the results looked much better :)

float4 texSpherical(float3 dir, float lod)
{
	float3 normalizedDir = normalize(dir);

	float lon = atan2(-normalizedDir.z, normalizedDir.x);
	float lat = acos(normalizedDir.y);
	
	float2 radians = float2(1.0 / (3.141592 * 2.0), 1.0 / 3.141592);
	
	float2 uv = float2(lon, lat) * radians;
	
	return environmentMap.SampleLevel(anisotropicSampler, uv, lod);
}

image

vs2015

I finally have a Windows PC, which means I got the latest VS which is 2015. The precompiled libs with IBLBaker give VS2015 fits (in other words dozens of link errors in assimp etc) since the stdlib has diverged a bit. Have you thought of including the libraries as submodules or something so they can just be built as part of the solution, rather than distroing bins?

A quick way to expose cube map images in jpeg format?

Thank you for this awesome tool.

Notice that the current git contains a built exe which exports the images (BRDF, diffuse, specular) in dds compact format. However, Is there a way to expose them separately in jpg format? Or is there any tool you have in mind which can convert the generated dds to separated jpg format?

Thank you.

Non consistent behavior of obtained texture

Hi there.

We plan to use your amazing tool in order to get the environments for our PBR WebGL developments, by means of BabylonJS.

The case is that, when using a DDS environment generated by your tool (from an HDR file), we experiment an inconsistent behavior between Chrome-Windows, which shows a nice scene; and Chrome-Android, what renders the geometries with PBR materials all in black (by the way, the scene is also shown perfect on FF-Windows, Safari-macOSX and Safari-iOS).

Of course, we've tried with different HDRs obtaining always the same result.

This way, we suspect some kind of DDS environment format error, as trying the same scene with an existent DDS (that is, not generated by us with the help of IBLBaker) we get the correct results on Chrome-Android.

Any tip on generating DDS files which are Chrome-Android compatible?

Thanks for your time.

Best regards.

Bake Env Map wont work

Issue is that if you don't specify at least ".dds" in the name while saving environment, it wont write on disk.

I would ask op if he could update the tool with export in different compressions algorithms like :

A8R8G8B8: (32 bits per pixel, A:8, R:8, G:8, B:8)
X8R8G8B8: (32 bits per pixel, A:x, R:8, G:8, B:8) <<< i'm looking for this one
DXT5: (compressed, interpolated nonpremultiplied alpha)

i'm following an hobby project and the only free solution in creating skyboxes along their irradiance map and cubemaps from panorama without using any other software, is IBLMaker. Other solution just dont work. The issue with that is exporting compression formats. Thank you.

OSX Support

I thought it could be useful to start an issue and track the progress here. I don't have access to Win/DX11 machine so can't wait for the OSX release.

IBLBaker returns .dds with negative float values

I have a .hdr file that when run through IBLBaker produces an output image containing negative values. For the image I tried, this is specifically only in the green channel. These negative values result in artifacts when I go on to BC6H-compress the images IBLBaker produces (bright green splotches in this case). I assume it's not expected that any of IBLBaker's output images should contain negative values?

The source .hdr
The output specular HDR map containing negative values

The diffuse HDR map and EnvHDR map appear to be fine. I haven't looked at the MDR maps as I don't use them.

My settings:
IBLBaker settings

Let me know if there's any additional information I can provide.

How to bake texture maps for every mesh in my scene?

Hi,

How to bake texture maps for every mesh in my scene?

I would like to bake the textures programmatically. Is it possible?

If not possible, will you be able to suggest an open source/free library?

Thanks in advance.

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