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  • Vray Baking issue

    hi,
    Struggling to try to have clean surface borders with Vray baking in Unreal.,
    I'd like some advice on how to avoid these black lines when baking with Vray.
    This is not related to the UV seams, because they are not located in these places on the 3d models.





    I can decrease this effect by increasing the Lightmaps resolution of objects.
    But even 4096 per object (not very reasonable) and with decent rendering parameters, this is always present.
    Some clues would be welcome

    Thanks

    Vray For Unreal 4.02.04
    Unreal Engine 4.20.3

    http://pixel.network/

  • #2
    Hi,pxlntwrk

    I guess that these black lines are a bleeding effect. For example the moulding on the ceiling and the trims on the walls. They are placed on top of the wall face and when baked that part of the wall's UVs are in shadow.(pic 01).

    Click image for larger version

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    When the resolution of the lightmap is low the bleeding from the shadowed areas are visible.
    If you cut the wall so that the trim is not siting on the face but touching the edges of the wall that would reduce the bleeding significantly( pic 02).

    Click image for larger version

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    There may be an artefact here and there but when you increase the lightmap resolution they should disappear as well(pic 03).

    Click image for larger version

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    Hope this will help you. Tell us how it goes.

    Best regards,
    Alexander
    Alexander Atanasov

    V-Ray for Unreal & Chaos Vantage QA

    Chaos

    Comment


    • #3
      Hi,
      Thank you for the answer, it makes sense.
      Indeed, we can model in this sense, but it is difficult to avoid at 100% this type of scenario in architectural modeling?
      Even placing a cube on a floor becomes a little more complicated, if you have to cut the floor and remove the lower face of the cube ; )

      http://pixel.network/

      Comment


      • #4
        Hi, pxlntwrk

        You are absolute correct that this solution is not applicable everywhere and we will try to find a way and reduce that bleeding as much as possible.
        Thanks again for your feedback!

        Best regards,
        Alexander
        Alexander Atanasov

        V-Ray for Unreal & Chaos Vantage QA

        Chaos

        Comment

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