Texture Baking help needed :)


#1

Hello everyone,

I have been working in the architectural visualization feild for some time now, doing all kinds of projects, from large scale exterior environments to small interior scenes. In the last few years I’ve been giving most of my attention to real-time visualizations.
Despite that, and in spite of a tremendous effort in trying to make a texture-baked interoir scence, I have yet to discover a good, stable and efficient pipeline to do that.

I am basicly looking for the right pipeline of making a complete interior Texture-Baked scence, to enhance the realism and efficiency of my real-time simulations.

I would love to talk to any of you who are struggling with the same problems, and am more than willing to pay for those who can teach me those skills.

I use 3ds Max and V-Ray mainly, along with some photoshop work of course.

Thanks a lot,

koel


#2

There is no right pipeline. There is no perfect rendering software. Always do a preview quality of your rendering first to get the camera angles correct. This will give you an idea of what camera views in your animation will give your CPU a hit before you attempt a final render.

Do your real-time renders involve water? And do they require client software installed to view them? Or do you mean your are simulated something in real-time as you render? Or (I’m joking) your computer can render in real-time?


#3

Hi Shawn,

Thanks for your reply. I might have not explained myself right.

I am using a real-time graphics engine (Quest 3D), which im importing my 3d low-poly scene into. The low-poly scene is converted from a high-poly scene. Instead of using realtime lighting, I am baking the lighting onto my objects in the scene and export the low-poly scene with the baked textures into my 3D engine, where I create a real-time simulation.

I am simply looking for someone who knows a good pipeline to do that, as I believe my current workflow lacks quality.

Thanks :slight_smile:


#4

Double check your scaling used for the resulting scene. Scenes that use real measurements look more real. Textures that are to scale add that much more to the properly scaled objects in the scene. How is your scene’s lighting? Are there volumetrics/haze/fog/smog used in your scene, and is it to scale?

Are you going for a real or hyper-real look? Are you wanting to take things to 3DTV?


#5

Scene scaling is real measures. As for the textures - what is real measures? I use high-res textures and UVs are set as they fit right, e.g. for example 90x90cm tiles for floor, etc.

I use 3dsMax + VRay. lighting setup is a VRay Sun, along with some VRayLights and IES photometric lights.
Vray Main parameters are Exponential color mapping, adaptive DMC image sampler, using GI with Irradiance map as primary and brute force as secondary (for the bake process).

All of the lighting setup is the same as I use for the stills beauty shots with the high-poly model, except i am using light cache as a secondary bounce, and change some quality parameters (irradiance map, adaptive DMC)

going for a real look - nothing too fancy but a normal interior architectural visualization scene


#6

You say your work lacks quality, but it sounds like you have everything in order. Are your models detailed enough? They don’t look like minatures? The materials on them appear real? Are you using depth of field or any lens blur or lens glare in your renders? A lens flare will add some pop to your scene, but the trade-off is that it hides your work you’re trying to show off.


#7

The High-Res beauty shots are excellent for our needs, The problems pop up through the texture baking process. For example:

  1. Textures “loose” details although the baked map resolution is high enough.
  2. some lighting is too bright (burned) and some might get too dark
  3. light leakings in corners - which supposedly are a result of low parameters - but it doesnt make sense that a 1024*1024 texture will take 2 hours to render
  • no lens flare, depth of field or such efects are being used

#8

I don’t know about new software, but in general, baking an object’s texture map takes just as long as render that object. In fact, it may take longer to bake since the entire object is involved rather than just the portion facing the rendering camera.

Procedural textures will take longer to bake than boring diffuse color textures. Each shader/material channel adds to the baking process: diffuse map, bump map, highlight/spec map, lighting/shadows map, normal map, reflection map, glow map, alpa map, transparency map, displacement map, etc.

What is the original texture composed of that you want to bake to a 1024 x 1024 image? Which channels are you including in your baking? And is the model UV-mapped already?


#9

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