Question: How to properly set up lighting in PicoGK #104
Greg66
started this conversation in
Coding for (Computational) Engineers
Replies: 1 comment
|
Hi @Greg66, PicoGK uses Image Based Lighting (IBL) with two HDR textures, one for diffuse, one for specular rendering. This is about the most modern way to do lighting, but it comes with the downside that you have to generate these maps separately (vs. placing lights as objects). Both the PicoGK repository and the NuGet package contain the necessary lighting setup, in NuGet it's contained as a NuGet resource. You can find the default lighting environment in the assets folder of PicoGK. https://github.com/leap71/PicoGK/tree/main/assets There is a number of programs that can generate the required HDR DDS textures, I used HDR Light Studio. Best, |
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
Hi everyone,
I’m currently integrating PicoGK into a larger tool and I’m trying to understand how lighting is supposed to be set up in PicoGK.
So far, I have found:
This leaves me unsure what the recommended workflow is today.
My questions:
Is there an official or recommended way to generate a Light ZIP compatible with PicoGK?
(diffuse.hdr, specular.hdr, brdf.bin, light.json)
Is there an example Light ZIP that can be used as a reference?
Even a minimal one would help.
Is there any documentation on the expected format or parameters of the Light ZIP?
Is the Light ZIP approach still the intended way to control lighting in PicoGK, or is there a more modern alternative?
I’m not looking for anything fancy — just a reliable way to get consistent lighting for technical geometry (CFD patches, CAD‑like surfaces, etc.).
Any guidance or examples would be greatly appreciated.
Thanks in advance!
Gregor
All reactions