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What I'm thinking of is having a simple emissive texture for a surface. However, rather than a single emissive texture, it is an emissive texture for each viewing angle. Similar to how a hologram works, in that a series of images exist and as you view the hologram from different angles the picture changes.

Much like how you can use a 360 image to create a better lighting effect, except there would be one texture for a series of viewing angles. I understand this would result in a very very large object but I'm thinking of using some mpeg style compression to reduce it so it can be loaded into a shader buffer. I think this concept might be called a lumigraph but I'm not sure about that.

Update

So after having done some more research I think this answer is sort of what I want:

Render out an ordinary render, and have the renderer deliver glossy direct and glossy colour passes. Use the compositor to multiply those two to get an image that has the light you would get from the glossy incident rays. Then create a new image texture and add it into your Cycles material to set it as the active texture. Now, go to texture paint mode and set your viewport render mode to Texture. I couldn't get Apply Camera Image to work this time, so I just saved out my render result to an external file and told Blender to do a Quick Edit with a resolution of 1920x1080 (my render resolution) from the viewpoint of my camera. Then I just pasted my render result into the temporary document in the image editor, flattened the image, saved the image, hopped back into Blender and hit Apply. Here's the result that I get. Of course, make sure to save out your texture independently of your Blender file, or Blender will eat it for breakfast without warning you.

But then using the Linked answer, to make lots of those textures. I also think this answer is something like what I want but again requiring the linked answer to sort out having multiple camera angles.

Second update This other post seems to be pretty much what I'm asking for: Script skew camera in game engine

jhylands
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    Sounds like a sprite sheet to me https://blender.stackexchange.com/questions/5829/how-can-i-export-a-blender-model-as-a-sprite-sheet – Duarte Farrajota Ramos May 29 '21 at 01:49
  • So very similar to what you linked except how would you do this for a texture rather than a sprite? With a sprite, I can imagine an issue with partial occlusion of other objects. – jhylands May 29 '21 at 07:35

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