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View Full Version : Tips for baking Final Gather


Jaidek
09-22-2005, 03:48 PM
Hi All,

I have been doing some R&D on baking Final Gather lightmaps using batchBake and I have been getting less then good results. Its a really simple setup- one room with a directional light source throught the window. When rendered, it looks quite nice. But when baked, there are splotches on some areas of the walls and black artifacts toward the corners. I have increased the amount on FG rays (renderGlobals) as well as increased the Final Gather Quality and Samples in batchBake. But still no luck.

Can anyone shead some light on successfully baking Final Gather? Especially if you have been using it in your production. When doing some searching on then internet I came across this (http://www.gamedev.net/columns/events/coverage/feature.asp?feature_id=29) article from GDC 2005. It briefly overviews some of MR's features for creating lightmaps in a game pipeline. So it appears with the right setup it can be done. Any help with this would be appreciated.



Thanks! :D

T-R
09-22-2005, 06:42 PM
I beieve ed harris wrote a good tutorial for this. It involves rendering one frame and saving the FG map(placing a name in the FG map slot). Then changing the camera angles to cover as much as the space as possible, but this time you turn off FG rebuild and it will add points to your already saved map. You continue this process untill you see that the FG map file is not growing in size and then try the bake. I think there might be a thread on this in the general lighting and rendering forum.

Jaidek
09-22-2005, 07:16 PM
Thanks T_R for the info, I remember reading about that a while back. Does anyone know if this is still the case with Maya 7.0 / MR 3.4? And if it is, would it be possible to render the FG map from a spherical lens in order to minmize the amount of re-rendering?

Thanks!

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09-22-2005, 07:16 PM
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