In texture mapping, the uv space seemed like an effective way to store the textures and transfer the texture to the appropriate triangles (even as they change shape as the view changes). Are there any similarly efficient ways to store the refraction/reflection properties of materials if there are many different materials in a scene?
In texture mapping, the uv space seemed like an effective way to store the textures and transfer the texture to the appropriate triangles (even as they change shape as the view changes). Are there any similarly efficient ways to store the refraction/reflection properties of materials if there are many different materials in a scene?