(Question) Cubemaps / TGA alpha mapping / Skybox size or scale.
marvin06260 opened this issue · 1 comments
Is there a material that can render Cubemaps over a model rather than spheremaps?
this is a stitch of a scene from MGS2 VR missions environment. i am trying to rip the contents from these stages and port them for use in MMD animations as faithfully as possible, and make them compatible with ray-mmd as well, right now im focusing on the Background.
as you can see, the sphere made of lines has a color grading that goes with the sky dome in the background.
since theres no way to make an HDR skybox manually, given its supposed to be photos from real environments and real light data, and also since im trying to replicate what it is a virtual environment, is it there a way to disable the raycast effect in some models but not others so i can use Cubemaps to simulate the background, as well as use another sky dome for it?
then theres the next question:
This is how the model i have set looks so far in one of the ray-mmd default skyboxes, what i want you to note are the clouds, these clouds were made using TGA files with transparency ripped directly from the game, notice how they blend perfectly with the background.
This is how it looks with ray-mmd enabled and with the skybox proper environment lightning, as you can see, the clouds look splotched in the background and dont blend, kinda like someone putting a painting over cellophane.
is there a way to fix that?
and lastly, theres the skybox size, if its not possible to use other skydomes that arent HDRI ones, is there a way to increase the size of the domes?
you cant see it on the photos, but the scale on the model is supposed to be around 1000x the original scale from the model. but all ray-mmd skyboxes are smaller, making the sphere model or not show some parts at full scale, or show nothing completely.
Hope you can help me with these doubts and may more that will come.
thanks in advance...
alpha channels don't work with ray mostly, the author has already told me a few times it was not currently possible to fix the way ray handles alpha...