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Render to texture question, which pass to use.

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  • Render to texture question, which pass to use.

    Hi,

    I'm currently baking out a light map for a room model to go into Spark AR, and have been asked for a light map.

    I haven't done any texture baking in 15 years, so a little out of practice.

    I'm wondering which pass will give me what I want - I basically want all the lighting and GI and shadows but not the albedo of the source materials, as that's going to be done inside of Spark itself, so a blue wall in the scene would not show up blue itself, but it would bounce blue GI onto a white floor.

    Not sure if there's a combination of a couple of the elements that I need to do?

    Thanks,

    Steve

  • #2
    Raw total lighting should get it all. We want the direct light with it's light hue and tinted GI so that's what we go for. It's the combo of rawlighting and rawGI.

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    • #3
      Thanks John, I'll give that a go!

      Cheers

      Steve

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