Texture Baking with "Shoot rays from camera" mode does a great job when viewed from the front, but somewhat as expected if falls apart when viewed from any other angle. Is there a way to have reflection a specular calculated with "shoot rays from camera" but to still calculate the diffuse by using the standard texture baking surface normal? And there are some other reflection artifacts on the edges; is it possible to fix those or to get the bake to fade out at certain angles?
It's fine that the reflection component is stationary on the objects from a single viewpoint, we just want the rest of the shading to be the standard diffuse. Are there other ways to approach this problem?
The workaround we're considering is exploring multiple bakes -- one from camera and one not from camera -- then combining in post as a comp. This would be slow but could function. Alternatively we could render spec as a camera projection and layer on top of the bake. Open to suggestions. Thanks,
Blake
It's fine that the reflection component is stationary on the objects from a single viewpoint, we just want the rest of the shading to be the standard diffuse. Are there other ways to approach this problem?
The workaround we're considering is exploring multiple bakes -- one from camera and one not from camera -- then combining in post as a comp. This would be slow but could function. Alternatively we could render spec as a camera projection and layer on top of the bake. Open to suggestions. Thanks,
Blake
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