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zoki
09-21-2005, 08:10 AM
hi
does anybody know how can i transfer occlusion info from high to low poly with surface sampler function because it seem that it doesnt respect mental ray shading networks

smoluck
09-21-2005, 08:14 AM
I even know that it works, but I don't how to do that. I have try that with mental ray , but you need to know that surface sampler does not work with Mental ray as I see.

try this thread maybe: http://forums.cgsociety.org/showthread.php?t=271177

--------------------------:wavey:

zoki
09-21-2005, 08:20 AM
tahnks that wa quick

Zajac
09-22-2005, 01:26 AM
jeez, it's quite simple... :)
1) combine high res model stuff into one polyshape (if you're using mulitple objects as a high resolution model)
2) create nonoverlapping UV set for this polyshape (using Automatic Mapping for simplicity - it works :) )
3) bake ambient occlusion with Ligthing/Shaiding->Batch Bake.. (set appriorate options there ;) )
4) having high res model with ambient occlusion map in the shader network transfer it to low resoltion model using surface sampler with diffuse color map option on
viola!
:)

zoki
09-22-2005, 07:58 AM
this is what I am doing now but is just not good enough because from automatic maping you get 1000000seams that are visible .....
must find a way around it
I have an idea if it works i will post it

smoluck
09-22-2005, 08:34 AM
yes the seams are a big problem right now with that "solution", and it looks that the Fill Texture Seams option are bugy and can't prevent that problem. :shrug:

zoki
10-06-2005, 06:03 PM
hi
i think i found some solution to this
i applied maya material to low poly and in the displacement i plugged normal map and in material slot of shading group i pluged mental ray mib-ilum-lambert with ambient conected to occlusion
rendered this with prelight in mental ray and got baked occlusion on low poly!
hope it helps:thumbsup:

mattwright
10-19-2005, 01:59 AM
zoki - can you explain this a bit more?


cheers

zoki
10-19-2005, 07:43 AM
here it is how i currently do it:
finish high and low poly models!
check all the usual stuff-normal orientation, smooth edges...everything must be as you want it
uv layout on low poly cant have overlapping parts!!! or you will get artefacts!

apply mib illum lambert to high poly and push its ambience and diffuse values to white, in ambient chanell conect mib amb occlusion, set its samples to 64, it should be enough

try preview render with mental ray on high poly if it looks ok with ambocc, apply automatic unwrap to it

go to edit polygons>colors>prelight mental ray checkbox
with high poly selected set the options in the baking window to
color mode>occlusion
Normal direction> surface front
and bake occlusion to high poly as big as you can afford-4096, or 2048
when it is applied to high poly new surface shader it should look ok , maybe with some seams artefacts but dont worry about them they wont be visible on low poly
when occ is baked onto high poly
use maya 7 new surface sampler function in modify menu and transfer diffuse color map from high to low poly
settings in sampler window need some tweaking but it works
you will get a map based on low poly uv containing occ info from high poly
good luck
:thumbsup:

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