Bit of a head scratcher here… I’m modelling a Fantasy Leaf.
This is what it looks like under default lighting…
I then went ahead and created quite a lot of Light Objects close to the leaf. (Here’s an image of what this looks like in the preview window)
So when I render the image with these lights activated… THIS is what the Leaf looks like…
See how the light objects give (to my mind) a really nice illumination of bright colours spilling onto the leaf. This Leaf is part of a Fantasy world, so I want it to have a sort of ‘bio-luminescense’ vibe to it.
So what I would like to achieve is… Because I’m using a TON of Light Objects to light this individual leaf (and in the final scene, there’ll be about 50 of these leaves)… To cut down on render times (of C4D having to calculate the ‘light spill’ every time)… I’d like to BAKE the effects of this ‘light spill’ out as a texture map, and have it applied to the Luminence channel.
Ultimately making it so the leaf looks EXACTLY like the image above, but without the need of the many light objects in the scene.
So yeah… How do I do this?
I assumed the folloiwing would work…
1 - Apply ‘Bake Texture Tag’ to the Leaf Object.
2 - Bake out ‘Illumination’.
3 - Turn off the lights in the scene and instead apply the newly baked ‘Illumination texture’ (which was made in step 2) to the Luminance channel.
I thought that should work… But it has not.
Baking out ‘Illumination’ gives a wierd ‘green’ result (and applying it to the Luminance channel looks NOTHING like how it should)
So yeah, can anyone figure out how to achieve something like this?
You can download my scene file here and see for yourself.