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CryENGINE 3 Cookbook

You're reading from   CryENGINE 3 Cookbook Over 90 recipes written by Crytek developers for creating third-generation real-time games

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849691062
Length 324 pages
Edition 1st Edition
Languages
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Authors (2):
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Sean P Tracy Sean P Tracy
Author Profile Icon Sean P Tracy
Sean P Tracy
Dan Tracy Dan Tracy
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Dan Tracy
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Table of Contents (18) Chapters Close

CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
1. CryENGINE 3: Getting Started FREE CHAPTER 2. Sandbox Basics 3. Basic Level Layout 4. Environment Creation 5. Basic Artificial Intelligence 6. Asset Creation 7. Characters and Animation 8. Creating Vehicles 9. Game Logic 10. Track View and Cut-Scenes 11. Fun Physics 12. Profiling and Improving Performance Index

Creating image-based lighting


The concept of using image-based lighting brings many advantages but must be used carefully. As such, it is beneficial to know about its properties and combine different methods where useful.

IBL allows CryENGINE 3 to render very complex lighting situations; usually, this is done with an infinitely distant environment map.

Positive points:

  • High quality

  • Fast for many lights and even a complex environment is reflected

  • Energy preserving specular power

Negative points:

  • Works only well for local positions with distant emitters and reflection content

  • Static content only

There are two distinct ways to generating an environment map or cube map from CryENGINE.

In this recipe, we will use the entity environment probe, which is the most convenient method.

Getting ready

Open a level in Sandbox.

How to do it...

Let's set up our own image-based lighting.

  1. Drag-and-drop the entity EnvironmentProbe from the MISC section of the RollupBar.

  2. Click on the entity property preview_cubemap to preview...

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