Announcement

Collapse
No announcement yet.

Baking Lightmaps storing dominant light direction for HLSL Shaders? For Unity as an example

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Baking Lightmaps storing dominant light direction for HLSL Shaders? For Unity as an example

    Dear all,

    Just was asking myself if Vray is able to bake lightmaps that can store the dominant light direction, so that normal-mapping would have a better realtime-effect in a scene that relies on unlit-shaders completely.
    I have read about this topic a while ago, that dominant light direction from maps can simulate in shaders that bump mapping effect similar to real lights.
    Up to know I am quite happy with the VrayRawTotalLight-renderelement, but on some details the normalmap-effect doesn't come out good enough, as in my written shaders for Unity the normalbump-effect is just visible with enough reflectivity through cubemaps and a high-enough enough glossiness level.
    Also I know that that wouldn't solve everything, as many lights in our scene are just reaching the geometry as secondary bounces and the quality of normalmapping is probably always better with real-lights.

    This documentation mentions also two other methods (RNM and SH), but these I wouldn't take into account:

    https://geom.io/bakery/wiki/index.ph...nant_Direction


    Cheers
    Robert
    Robert

    Max, VRay, Fusion:

    https://www.youtube.com/watch?v=g5fSLrVzpxg
    https://www.youtube.com/watch?v=bpmJgTb_9Ro
Working...
X