albedo map

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dlangdev
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Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
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albedo map

Post by dlangdev »

hi all,

i've been looking elsewhere (google, etc) and couldn't find anything that would even get me a clue.

i'm trying to figure out half-life's albedo map, how they generated it. is an albedo map generated similar to a bump map, or is it generated manually using third party 2d painting programs? if so, where can i find one.

also, is it possible for me to create an albedo map using free tools like blender, is there a button in blender that will auto-magically do this?

please see this pdf containing shading, including the albedo.


http://www2.ati.com/developer/gdc/D3DTu ... hading.pdf

on another note, i think specular factor can be generated on-the-fly in the vertex and fragment shader as an additional pass using phong/blinn method, though.

it is excruciatingly interesting to know samsung of korea is trying to a get a patent in specular factor.

sigh.

see:
http://www.patentstorm.us/patents/5808619-claims.html
http://www.freepatentsonline.com/5808619.html
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Dark_Kilauea
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Location: The Middle of Nowhere

Post by Dark_Kilauea »

It seems the albedo map is simply the color map. Why they don't say that is beyond me.

Should be like any other color map to create.
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

i guess so, it may look like an output from a tool like zbrush or from a baked super-high-poly mesh.
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