gdanzo at gmail.com
Sat Apr 13 00:11:54 EDT 2013
UV baking - a very useful feature, for sure! :D
If you want to uv-bake multi-bounce pbr you can use the 'Micropoly PBR'
rendering mode. As you say, specular/reflection can be a bit meaningless in
a uv bake so you might want to add the all_diffuse output variable or use a
shader that only shades the type(s) of light transport that you wish to
Btw, point clouds are another excellent way to cache illumination,
depending how you're intending to use the result.
Have a good one! :)
On Wed, Apr 10, 2013 at 3:58 AM, Craig Hoffman <craigleehoffman at aol.com>wrote:
> I was happy to see that Side Effects quietly (didn't see this trumpeted
> anywhere, so maybe I just missed it...) added support to the Mantra ROP
> ('UV Render Object" and "UV Attribute" in the 'Render' tab) for Lightmap
> baking so we don't have to do the old (fairly undocumented) 'mantra -u"
> It works quite well, BUT... PBR rendering doesn't seem to work when doing
> Lightmap baking (I seem to recall something about ray tracing in general
> not working when doing Lightmap baking...). This kind of defeats the
> purpose for some of us who want to bake a really nice bounced light
> solution into a Lightmap. I understand that reflection/specular doesn't
> make sense in Lightmap baking since there is no real camera position (and I
> know a lot of times these rendering methods are optimized for rendering
> from a camera position), but does anyone have a decent solution for baking
> bounced diffuse light into a Lightmap?
> Also, one caveat to the current Lightmap baking is you still need to
> post-process your Lightmaps to fix seam issues that happen from the texture
> filtering. I just use a Dilate/Erode to to Dilate the edges out and put
> the original back over. But it would be great if Side Effects implemented
> an option to do a proper Lightmap seam fix post process solution
> automatically like many other packages do.
> Thanks for any help!
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