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Texture Baking - White areas issues

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  • Texture Baking - White areas issues

    Hi!
    Please take a look at this shoot:

    www.ossosso.com/scambio/shoot12.jpg

    You can see two isolated geometries: on for the wall and the other for the floor.
    I've launched texture baking for the wall geometry (VrayCompleteMap), and that's the result. All works as expected except in some areas.

    Where some geometries touch the wall obviously I have a dark area, but sometime the dark area is replaced by white areas: you can see down where should be the baseboard a piece of texture is black but the other on the left is white, and it causes unrealistic white line comes out from behind the baseboard, the same where is the light switcher should be black, not white, and also in some part corresponding to a series of tiles touching the wall.

    How can I fix the white areas to be dark?
    How can I have the best result as possible from Texture Baking?

    The light settings are quite simple:
    -VraySun (using 3dsmax DayLight System), Dome light with a VraySkyMap on it
    -Exposure Control set to "Vray Exposure Control"
    -Brute Force + Light Cache for GI

    These the green warnings on VrayLog:
    -V-ray is enable but no save option is selected - baked texture will be lost (mha, it is saved correctly as set under "Bake to Texture" window)
    -Please select a VFB output option or use the 3dsmax VFB
    -Secondary Rays bias is 0.0 in texture baking mode; using 0.001 instead (maybe this is the problem? It suggests to me to set bias to 0.001? or it says I have to set it manually? In case where?)
    -VrayExposureCtrl rendering from a vray physical camera: environment exposure control will be ignored
    -LightCache is used for glossy rays: it is raccomanded to turn on light cache raytracing
    -Skyelight tyep ("Sky002") is not supported: ignored

    That's all.

    Thank you for anything.

  • #2
    Are these artifacts seen when the overlapping geometry are in place? You might try encapsulating the whole space within a black light blocker box, with holes for where the windows and openings are that you want light. You wont need to bake the box, but it'll help keep outside light from leaking into areas where you don't want it.
    Brendan Coyle | www.brendancoyle.com

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    • #3
      Thank you again Brendan for your replay, but I think I have not understood what you are explaining to me...

      The model is a common Interior Architectural Model, with wall, openings and furnitures, and some geomtries intersect each other and some have complanar or overlapping faces like frames, or switcher, or baseboard, which "rest" on the wall. It seems to me that the problem appears faces are complanar, but not in all cases. For example there are Switcher Geometry in some wall which have not white area behind them even if have complanar face with wall. So I suppose that the problem appears when the faces are complanar and the light bounce near it in some way.

      Consider that in normal render (not bake to texture) the same areas are correctly rendered.

      Can you please explain me better your idea?

      Thank you very much!

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      • #4
        Maybe try Brute/Brute? I'm pretty sure I've seen this type of light leaking.

        The suggestion of the box, is because I think the white bits come from outside sunlight. So if you wrap your whole scene inside a large box of geometry, with holes that line up with where your scene windows/doors are, it will help minimize light sneaking into odd places of the interior of the scene.
        Brendan Coyle | www.brendancoyle.com

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        • #5
          I want to show to you the result I've uploaded on this video:

          https://www.youtube.com/watch?v=1Uxk...ature=youtu.be

          As you can see there are some "light errors" I'm not able to slove automatically... yes I can manually on photoshop adjust the wrong areas.. but I prefer no

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          • #6
            Mind sharing the scene? I'd like to see what results I get with baking it, and try to solve the light leaking.
            Brendan Coyle | www.brendancoyle.com

            Comment


            • #7
              Is the material reflective/refractive/transparent? Reflections and refractions will be baked into the texture, which may look odd.

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

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