Baking Specularity into Textures


#1

Hi,

is there any way to bake specularity into textures (same as light and color, AO etc) …

couldn’t find a way, neither any help online

the scene must work without lights and in real time 3D … like a game but no engine to handle lights. Just models and textures … no sophisticated shaders.

one way is to hand paint it, but that is a pain …

thank you


#2

Both Mental ray and Vray can do it. You simply render completemap (maybe other passes will work too). Of course it will be view-independent when baked, but works for some stuff.


#3

Specularity, like reflection, is view dependant, that’s why your having trouble baking it. If you can only do models and textures, you might have to do without specularity.


#4

thank you for the tips …

this project could do without specularity … i was thinking that having hot spots, no matter that they are locked to one position, would suggest metal objects more then not having them …

however, im having a completly different issue … it is a new concept, baking, to me so i have been experimenting with it … . on balls and cubes some tests, light and color … that worked fine. But once i started working with a more complex character, well … the shadowing turned out always pretty bad … i would increase texture size, samples, shadow quality, i would smooth the model thinking that may increase the quality of the texture … but no, still pretty junky result …

any tips?

currently i have been baking Final Gather and raytraced shadows …

the settings are pretty simple to understand, the workflow seems pretty straight forward … time sucks to wait, but … why is the result so bad? … something wrong with the model??


#5

It could be a UV issue, are they all properly laid out, with nothing overlapping?


#6

well, the problem looks so bad all over the place, that it does occur even where the map is pretty clean … please, have a look


#7

eh, here it is


#8

i have used a script to create a duplicate, but it has no history or anything copied from the original … so pretty new object. Check this out … different result … same settings

interesting :))


#9

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.