Hi,
I have some questions about this option on materials :
1) If i disable this option, my material will use brute force. Where can i set subdivs of my brute force if i use irradiance map ?
2) Workflow :
- renderLayer1 : i have a static geometry. I bake one irradiance map for my static geometry, with all characters hided.
- renderLayer2 : i unhide all characters, disable all "use irradiance map" option on all characters materials. I render.
The problem : the GI of my characters is not on my static geometry, but the GI of my static geometry is on characters.
How can i resolve this ? (the goal is to bake one time and one irradiance map of my static geometry, and use brute force for all animated objects)
If we can't actually, do we can resolve this (feature) ?
Thanks
I have some questions about this option on materials :
1) If i disable this option, my material will use brute force. Where can i set subdivs of my brute force if i use irradiance map ?
2) Workflow :
- renderLayer1 : i have a static geometry. I bake one irradiance map for my static geometry, with all characters hided.
- renderLayer2 : i unhide all characters, disable all "use irradiance map" option on all characters materials. I render.
The problem : the GI of my characters is not on my static geometry, but the GI of my static geometry is on characters.
How can i resolve this ? (the goal is to bake one time and one irradiance map of my static geometry, and use brute force for all animated objects)
If we can't actually, do we can resolve this (feature) ?
Thanks
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