View Full Version : Lighting setup for texture baking?
racer_f50 09-21-2004, 07:04 AM Hey guys,
I've decided its time I tried using some static shading on my car models for game usage. That means i need completely even, Final gather dome-like lighting to give even shading.
Anyhow, i've tried using Mental Ray, but that gives me weird results, despite having a very large and complete FG map made (took renders from about every angle to build it).
I've also tried a domeGI script i found on Highend3d. and despite my best efforts, i cannot get it to make a perfectly even lighting setup. The baked textures from that always end up darker on the passenger side of the car.
Anyone willing to share their lighting setup for this kind of baking? or at least some good tips?
| |
playmesumch00ns
09-21-2004, 07:55 AM
You could try using dirtmap to render an ambient occlusion pass, then multiply that with your normal colour textures in photoshop.
racer_f50
09-24-2004, 06:16 AM
You could try using dirtmap to render an ambient occlusion pass, then multiply that with your normal colour textures in photoshop.
thanks for the tip, but i'm not sure what dirtmap is? guess i'll have to look into it:thumbsup:
racer_f50
09-27-2004, 05:22 AM
well, after tinkering around with dirtmap and looking all over the net i serioulsy can't figure out how to use it properly.
do you still have to use a FG dome to get hte even lighting? cuz i just get a solid black model when i connect the dirtmap to the surface shader's color (what i read to do).
so can someone give a really clear explanation of how exactly to apply this to the model to get even lighting?
i'm using Maya 5 and of course using MR in my attempts.
MunCHeR
09-27-2004, 05:35 AM
Well I havent baked a texture before, but changing your camera's colour is all you need, no need for a dome(if you're using a dome, make sure the normals are facing inwards) also why are you using a surface shader? I usually plug it into a liminance node then into the diffuse colour.You need a light in your scene with 0 intensity, you' probably know all this stuff but just covering some bases.
Cheers
MunCH
racer_f50
09-27-2004, 10:41 PM
Well I havent baked a texture before, but changing your camera's colour is all you need, no need for a dome(if you're using a dome, make sure the normals are facing inwards) also why are you using a surface shader? I usually plug it into a liminance node then into the diffuse colour.You need a light in your scene with 0 intensity, you' probably know all this stuff but just covering some bases.
Cheers
MunCH
here's exactly what i have in my scene:
--the model i'm trying to shade
--one point light with 0 intensity
its my understanding that this dirtmap is supposed to light the model by itself, but i'm getting horrible results so far, nothing like the ambient occlusion passes i've seen rendered in things like Turtle.
from your post, this is what i gather you've done (see pic). is this conencted correctly? cuz when i render i just get a solid black image (my renders always show a solid black model, with no shading at all, no matter what color i tell the camera's environment to be)
http://sio.midco.net/mmonhoia/connections.png
this is with default settings on the dirtmap node.
maybe someone could post a small sample scene where this is used correctly?
BillSpradlin
09-27-2004, 11:09 PM
I just pipe the dirtmap outValue to the outColor of the surface shader and don't use an Rgb->Luminance node in between.
racer_f50
09-28-2004, 12:11 AM
I just pipe the dirtmap outValue to the outColor of the surface shader and don't use an Rgb->Luminance node in between.
i had tried that as well, but still did not get any results from the render, just a solid black model.
CGTalk Moderation
01-19-2006, 08:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.