Guide to Cubemaps

Source Filmmaker243 views16 favorites1 min readby NotBraveView on Steam ↗

The actual thing

falolivers tutorial that im refering to

1. you wanna get clear sight and remove everything you dont wanna have in your reflection

Exp: you can imagine cubemaps like a cube built up of several planes, photos from several angles serve as planes to build said cube so everything in the way around you will be going on that

2. open console window<console

type in:

lightprobe bravebasic 512

^ ^ ^ resolution of taken image in this case 512x512
comand example
name it whatever you want

you will be given several output file paths as an result
it now saved several images of your sourounding

  1. your viewport will most likely be frozen now, so restart sfm (dont forget to save)

after you're back in sfm rightclick your model and go "add override materials<show in element viewer" by righclicking your model

the tutorial I mentioned above uses the hair to put in the envmap so Im just gonna follow along with it
so we go to

the teamcolor option on the inkling model (where you cange the color) rightclick it
Add Atribute:

String
"$lightprobes\bravebasic_hdr"

and an float
"$envmaptint"

Same for the eyes but you wanna make a

float
"$glossiness"

instead and play around with the glossyness and tint values

https://steamuserimages-a.akamaihd.net/ugc/19800346910485814/95D24A517E2A6878A0C733038681CB16645FC521/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Source: Faloliver Youtube

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