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Problems using bake 3D

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  • Problems using bake 3D

    Okay, so i'm using the Bake 3d utility for a while and when I try to bake different lighted environments, I find that in some baked textures, especially the ones in wich there is a strong light hit (walls, floors and so on), the texture that i finally have after the process is plenty of both, green and red dots and lines, exactly at the same place where you can expect to see the light burning the area. I tried to change the initial material type and i have been going back and forth through the phong, Blinn, Oren Nayar and Anisotropic. Anyway, it doesn't matter, what i have at the end always be the same wrong think!!!
    Can someone help me with that? Thanks in advance!!!

  • #2
    I have this problems too. GI lit areas which are overburn show red or greed spots. Right now I have a VR-Projekt here and need Bake3d run. Vlado please help !!!
    Valentin

    ...forget Warp 9, engine-room please switch to Vray-speed...

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    • #3
      Fix Bake 3D

      I find some enhancements to this bug if you uncheck the "use current pass samples" and "randomize samples" checkboxes under the "Advanced irradiance map paramenters". Ah! always be sure that yo are working with the "Area" antialiaser mode( The catmun Roll always return a wrong texture render!!!!) and be careful dealing with anisotropic kind of shader!!!. I suggest to use Blinn as often as posible( or Vray material).

      I hope that you can find some answers to our common problem...

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      • #4
        re

        Has anyone been successful baking multisub object materials?
        Indecisive archictects will be the death of us all.

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        • #5
          Nope, multi/sub materials always crash in my case. I need to put a standard shader (I use the standard grey Vray material) on every object which is quite ok if you don´t need the lightmaps to reflect any transparency maps that reside on matreials with diffenrent id´s within the same model. Took me some time to figure out. But still very sad that this doesn´t work.

          Stefan
          Stefan Kubicek
          www.keyvis.at

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          • #6
            re

            On objects where I usually use Multisub maps I have to break the up and detach them to work around it. One of the few things I liked about FR is the texture baker that came with it. You could assign a uvw to to the top of the stack and bake the multisub object materials accourding to that uvw. I'm sure baking will progress as time goes by.

            ST
            Indecisive archictects will be the death of us all.

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            • #7
              Re: Problems using bake 3D

              Originally posted by lluis
              Okay, so i'm using the Bake 3d utility for a while and when I try to bake different lighted environments, I find that in some baked textures, especially the ones in wich there is a strong light hit (walls, floors and so on), the texture that i finally have after the process is plenty of both, green and red dots and lines, exactly at the same place where you can expect to see the light burning the area. I tried to change the initial material type and i have been going back and forth through the phong, Blinn, Oren Nayar and Anisotropic. Anyway, it doesn't matter, what i have at the end always be the same wrong think!!!
              Can someone help me with that? Thanks in advance!!!
              Can you show an image of the baked texture with artifacts?

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

              Comment


              • #8
                i have some baker3D trouble too!

                i have some baker3D trouble too!

                no matter what i did on the baked map's aloha channel, it showed some "gap" on the baked obj.

                how can i solve this?

                thank you so much!!!!!

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