ShootMyMonkey
Veteran
That's pretty much it, but we do cheat various things on top of it by using various other quantities (including an AO map) to deal with things like self-shadowing. We anyway apply various types of color modulation trickery to avoid having to sample multiple irradiance volumes for different times of day. It's all total hacks, but they get the job done.Yup, I know that works, and if that's what SMM is talking about I'm all clear. Normal maps are pretty much identical to the l=1 SH coefficients unless there's some heavy asymmetric occlusion nearby. But if you have the SH framework there, you might as well precompute the real coefficients for a better image. You'll definately notice it in the nooks and crannies.
One of the nice things about AO maps is that since they're essentially grayscale "self-shadowing generalizations" in texture form, they're relatively straightforward to hand-edit and many character artists know how to handle it -- the end result is usually better than most tools give you anyway. Granted, we have a baker's dozen of different types of artists here, so there's always someone who knows what they're doing on that front.AO can capture a decent chunk of PRT effects, but I don't see how it's so much cheaper to precompute than 0-bounce SH terms. Both need to cast a bunch of rays and see whether they escape the model. Once you have that it's a simple convolution of these boolean results with the different SH basis fn's, which should take a fraction of the time involved in the ray tests.