The thing is that camera shaders are not executed in batch bake mode, and as you know the sky is just that. Ive found two workarounds for this.
A. If you instead assign the sky directly to the objects shading group as the environment shader it will be exported and triggered by the shader itself. Now to actually get som pixels out you would want to use the Single Object mode as the Bake Optimization (batch bake option box)
B. Create a fg map thats covers all areas of interest just as you would for a camera-fly-through animation. Freeze and again set the bake mode to single object.
Since the camera shaders are skipped and we are only able to assign the env shaders at a shading group level none of the exposure shaders will be executed and therefore the output textures have to be stored in a format thats supports HDR so the tone mapping can be done later (live in on/offline rendering, in photoshop or batched through a lens shader in maya).
10-19-2009, 09:13 AM
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