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View Full Version : Baking lights, textures(Mental for Maya)?


Georgy
01-15-2003, 05:06 AM
May be you know these kind of problems?
I need "prelight" textures, other words i need to save
textures with shadows (like in games). This function
"Baking lights, textures" in Mental1.5(Beta) work
not correctly(from my point of view).
Please, give me some advice in this situation.
Thank you.

stunndman
01-17-2003, 03:20 PM
my first advice would be to get the final mental-ray 1.5

joie
01-30-2003, 04:57 PM
I have the same problem and just downloaded MR final version.
But the problem is still there.
I bake a simple cube with HDRI or Final Gather and the final texture is quite triangulated, it seems like it have taken the same color for every single poligon, no dithering or gradients...
What am I doing wrong?

If you have some references I can post the if you can.

:P

Justin Owens
01-31-2003, 11:53 PM
Hey guys..I'm having the same problem..spent hours trying to figure it out..One thing I have figured out, the more subdivisions on your object the better the gradation..I don't know if that helps. I think you also have to have all 1000 settings perfect in the final gather attribute editor. I will let you know if I find out anything else, please do the same..

Justin Owens

joie
02-01-2003, 04:22 PM
But increase tesellation doesn´t seems to be a "good" way to do it, does it? mmm, there must be a way to do it with your model "as is", what if I don´t want to increase tesellation?, I´ll have to get this weird texture?, that sucks

Diamant
02-08-2003, 01:12 AM
what exactly is your problem with it.. i use it all the time and it works great.. the only problems i see are jaggies with the shaddows...which dont show up in the render..however there are ways of getting around that... i've baked gi and final gathering as well as each one on its own...gotta love mental ray..

ckas
02-10-2003, 03:23 PM
did you use the mr_lightmap-shader???

joie
02-10-2003, 08:56 PM
Is that necessary?, the file is triangulated, don´t think MR gonna fix it..., or yes?

¬_¬

ckas
02-21-2003, 05:19 PM
...with FG and with Gi//
the only thing with FG is to uncheck rebuild FG and render the object from all views, if there are still artefacts, repeat rendering-

this is because of the FG map is created from the cameraView, but when rebuild ist unchecked , the FGmap will be extended with every rendering---

joie
02-22-2003, 10:17 PM
I´ll check that for sure

Justin Owens
03-14-2003, 05:22 PM
Do any of you guys have examples of Baked shadows that you could show?..I'm curious to see what they look like compared to the ones I'm getting. I would really like to see some examples with the multi camera technique.

ckas
03-14-2003, 05:38 PM
sorry its a bmw car design study-so I can not, but I can look for a sample bake I produced at home for testing-

the problem with the area light shadows is the sampling-it seem that there is no interpolation in baking so you have to turn yuor samples up to about 20

---and of course you need to have good non overlapping uv ,best in one part

LXStalker
03-15-2003, 10:56 AM
hey guys,

i had the same problem.. the solution was to rescale the scene. it sounds strange but if you´re working on too small units the convert to lightmap tool generates this crappy triangulated lightmaps.
Try to change the unit setup or rescale your scene.
another (more expensive) way is to reduce your min/max final gather settings to values like 0.01/0.1. This produces smooth lightmaps, but rendertimes increase.

Hope this could help.

;)

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