We're unable to get projection baking to work as expected in V-Ray 4.04.03 in Maya 2018.
Attached is an example scene with a cube and sphere intersecting. The cube has a yellow VRayLightMtl and the sphere is invisible to camera with a standard lambert. In this scene, with projection set to "closest" we expect the sphere to bake completely yellow, but in this test it instead renders black when using projection baking with Lighting / Shading -> Bake with VRay (options) -> projection baking checked, bake.
Toggling different projection modes in the vrayBakeOptions, these are the results:
* Outside Geometry -- Black
* Inside Geometry -- Shows some yellow, seems to be rendering the geometry outside the sphere (opposite of expected)
* Outside First then Inside -- Black
* Inside First then Outside -- Same as inside
* Closest -- Black
And rendering through the global Baking Engine Settings -> "texture baking" looks like it only renders the inside geometry, where we want it to render closest.
So the main questions:
* Is the projection baking behavior broken?
* Should the global "texture baking" setup use closest geometry or is it something different?
* Can the projection baking options be fixed and honored from the global texture baking? -- the reason this is important is the Lighting / Shading -> Bake with VRay doesn't seem to support V-Ray DR.
Thanks for the help!
Attached is an example scene with a cube and sphere intersecting. The cube has a yellow VRayLightMtl and the sphere is invisible to camera with a standard lambert. In this scene, with projection set to "closest" we expect the sphere to bake completely yellow, but in this test it instead renders black when using projection baking with Lighting / Shading -> Bake with VRay (options) -> projection baking checked, bake.
Toggling different projection modes in the vrayBakeOptions, these are the results:
* Outside Geometry -- Black
* Inside Geometry -- Shows some yellow, seems to be rendering the geometry outside the sphere (opposite of expected)
* Outside First then Inside -- Black
* Inside First then Outside -- Same as inside
* Closest -- Black
And rendering through the global Baking Engine Settings -> "texture baking" looks like it only renders the inside geometry, where we want it to render closest.
So the main questions:
* Is the projection baking behavior broken?
* Should the global "texture baking" setup use closest geometry or is it something different?
* Can the projection baking options be fixed and honored from the global texture baking? -- the reason this is important is the Lighting / Shading -> Bake with VRay doesn't seem to support V-Ray DR.
Thanks for the help!
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