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.
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.
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