Hi,
Currently, when we have static scene, there is not way to bake the shadows without to lose all lights render elements (light select, lighting render element, matte shadow...), because the light "information" is injected into the GI.
Do you think it is possible to have something to bake shadows without to lose all of this ?
Something like :
- bake per light. Each light could save all shadows information into a file (myLight.vrshd)
- have a option on light for specular/reflection : ignore back faces/ignore occluded (like projection node) or, specular/reflection will use the baked file to know where the light can create specular/reflection.
With this, we can bake all shadows (in final, i want 0 shadow rays), continue to use specular and reflection of lights, and continue to have all "lighting" render elements.
Thanks.
Currently, when we have static scene, there is not way to bake the shadows without to lose all lights render elements (light select, lighting render element, matte shadow...), because the light "information" is injected into the GI.
Do you think it is possible to have something to bake shadows without to lose all of this ?
Something like :
- bake per light. Each light could save all shadows information into a file (myLight.vrshd)
- have a option on light for specular/reflection : ignore back faces/ignore occluded (like projection node) or, specular/reflection will use the baked file to know where the light can create specular/reflection.
With this, we can bake all shadows (in final, i want 0 shadow rays), continue to use specular and reflection of lights, and continue to have all "lighting" render elements.
Thanks.
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