I'm very new to Vray and max, so I hope this is a no-brainer to an experience Vray user. I'm using max 2009 and Vray 1.5 SP2 (latest?).
I purchased a scene with a building in it and I swapped a light out and opted for a HDRI environment map to light the scene. I noticed that the VrayPhysicalCamera was required to see the lighting correctly and think this might affect baking somehow.
Are there any issues with baking textures you're used to seeing through the VrayPhysicalCamera? The lighting on the texture that is baked looks fine in the baking window. I then grab the shell material it makes and assign it a slot in my material editor (instancing it) and it's applied to my object automatically (something not explained in the tutorial). I wish to use the baked texture in rendering to speed things up, so I set the render material as the baked texture. Somehow, every single time, my diffuse color is set to red. I did as the tutorial suggested and chose the self-illumination slot as my target. I check the self-illumination option and set the value of self-illumination to 100 (pure white). My object comes out red (ambient/diffuse color?). So I instance the map that's set for self-illumination to diffuse and ambient. Now my texture is very dark. Like, RGB(80,80,80) dark.
Mind you, I disabled all lights (unchecked from global vray settings, and turned each one off on each lights properties). I also removed the HDRI map from environment (max and vray environment override). The texture shows up, verrryyy dimly lit, even with no lights, so the texture is working to some extent.
This all comes down to noticing that this might be an artifact of using a VrayPhysicalCamera at this point. I examined the camera properties and disabled exposure and found that the texture gets a ton brighter.
Does any of this sound familiar to anyone? Should I expect to use a standard camera? Any settings I should consider in using baked textures with a scene that was previously lit using a HDRI map? Is it even possible to bake a whole scene like that, even when it involves reflections? The reason I ask is the scene only looks normal on lighting through a VrayPhysicalCamera (and I don't know why yet). A normal camera has no light (can't calculate a VrayHDRI map?). So does the baking know to use a VrayPhysicalCamera in the calculations? Are the calculations flattened in such a way that using a VrayPhysicalCamera after baking is bad?
Thanks for any tips in general on baking! I have a simple scene that unfortunately takes 3 days to render 1200 frames due to needing to use the highest quality lighting, or otherwise I get some serious light (dark spoting) artifacts. Using very high irradiance is so costly I'm hoping to figure out texture baking.
I purchased a scene with a building in it and I swapped a light out and opted for a HDRI environment map to light the scene. I noticed that the VrayPhysicalCamera was required to see the lighting correctly and think this might affect baking somehow.
Are there any issues with baking textures you're used to seeing through the VrayPhysicalCamera? The lighting on the texture that is baked looks fine in the baking window. I then grab the shell material it makes and assign it a slot in my material editor (instancing it) and it's applied to my object automatically (something not explained in the tutorial). I wish to use the baked texture in rendering to speed things up, so I set the render material as the baked texture. Somehow, every single time, my diffuse color is set to red. I did as the tutorial suggested and chose the self-illumination slot as my target. I check the self-illumination option and set the value of self-illumination to 100 (pure white). My object comes out red (ambient/diffuse color?). So I instance the map that's set for self-illumination to diffuse and ambient. Now my texture is very dark. Like, RGB(80,80,80) dark.
Mind you, I disabled all lights (unchecked from global vray settings, and turned each one off on each lights properties). I also removed the HDRI map from environment (max and vray environment override). The texture shows up, verrryyy dimly lit, even with no lights, so the texture is working to some extent.
This all comes down to noticing that this might be an artifact of using a VrayPhysicalCamera at this point. I examined the camera properties and disabled exposure and found that the texture gets a ton brighter.
Does any of this sound familiar to anyone? Should I expect to use a standard camera? Any settings I should consider in using baked textures with a scene that was previously lit using a HDRI map? Is it even possible to bake a whole scene like that, even when it involves reflections? The reason I ask is the scene only looks normal on lighting through a VrayPhysicalCamera (and I don't know why yet). A normal camera has no light (can't calculate a VrayHDRI map?). So does the baking know to use a VrayPhysicalCamera in the calculations? Are the calculations flattened in such a way that using a VrayPhysicalCamera after baking is bad?
Thanks for any tips in general on baking! I have a simple scene that unfortunately takes 3 days to render 1200 frames due to needing to use the highest quality lighting, or otherwise I get some serious light (dark spoting) artifacts. Using very high irradiance is so costly I'm hoping to figure out texture baking.
Comment