Hi, just started using Vray with Unreal and have some questions/problems with Baking maps, I can get better results and faster in other baking software right now, but maybe I am doing something wrong!
I see others on the forum complaining of toon like black outlines, as the lightmap padding or dilation is failing, and it looks to me like its failed to ignore back faces/interior surfaces where the rays are effefctively only hitting back faces, normally ( in other bakers ) this gets optimised out by back face tolerance percentage I believe. Example a large plane with a cube sat on top, where the cube intersects the floor would be black in the lightmap as no light hits it and can be judged to be interior and not visible to user as any rays hitting it will bounce and immediately hit a back face which should invalidate it and terminate any further bounce calculations and more importantly you can then discard the lighting on that pixel and perhaps instead dilate a nearby pixel that is safely within bounds and lit, so discard what would have been solid black and pull in a nearby lit pixel, this cures the problem of black lines around the edges. The alternative is having to render lightmaps at increasingly high resolutions, or being very meticulous and hand crafting meshes with no overlapping/hidden surfaces ( no thanks, life is too short ). Though I've seen even at high res it has black edges that look a bit like AO but might be this same bleeding/dilation issue.
2nd to this issue, the denoising isnt very effective, it looks a bit like compression artifacting and ends up leaving splots and crud all over the place, I would hope to see an AI denoise being used instead however that has to be carefully done as the denoising or AI can get confused around edges or close to invalidated/interior texels and either leave you with incorrect guess work or an ugly border where inside texture is nice and smooth and around the edge is noisy as the denoise is just masked away poorly.
I would like an option to bake without any denoising also or to control that so after a bake is done the denoise can be run seperately and differing strength can be tried without rebaking everything-or ideally it just always works well
I'll also add I'm looking forward to seeing the Directional Map and Light volume for dynamic items added.
I'm curious if it handles out of core memory with the GPU so if theres more data/large meshes than can't fit in memory it doesnt just crash?
thanks, Alex
Before and after denoise example:
Example of padding/dilation black edge issue:
I see others on the forum complaining of toon like black outlines, as the lightmap padding or dilation is failing, and it looks to me like its failed to ignore back faces/interior surfaces where the rays are effefctively only hitting back faces, normally ( in other bakers ) this gets optimised out by back face tolerance percentage I believe. Example a large plane with a cube sat on top, where the cube intersects the floor would be black in the lightmap as no light hits it and can be judged to be interior and not visible to user as any rays hitting it will bounce and immediately hit a back face which should invalidate it and terminate any further bounce calculations and more importantly you can then discard the lighting on that pixel and perhaps instead dilate a nearby pixel that is safely within bounds and lit, so discard what would have been solid black and pull in a nearby lit pixel, this cures the problem of black lines around the edges. The alternative is having to render lightmaps at increasingly high resolutions, or being very meticulous and hand crafting meshes with no overlapping/hidden surfaces ( no thanks, life is too short ). Though I've seen even at high res it has black edges that look a bit like AO but might be this same bleeding/dilation issue.
2nd to this issue, the denoising isnt very effective, it looks a bit like compression artifacting and ends up leaving splots and crud all over the place, I would hope to see an AI denoise being used instead however that has to be carefully done as the denoising or AI can get confused around edges or close to invalidated/interior texels and either leave you with incorrect guess work or an ugly border where inside texture is nice and smooth and around the edge is noisy as the denoise is just masked away poorly.
I would like an option to bake without any denoising also or to control that so after a bake is done the denoise can be run seperately and differing strength can be tried without rebaking everything-or ideally it just always works well
I'll also add I'm looking forward to seeing the Directional Map and Light volume for dynamic items added.
I'm curious if it handles out of core memory with the GPU so if theres more data/large meshes than can't fit in memory it doesnt just crash?
thanks, Alex
Before and after denoise example:
Example of padding/dilation black edge issue:
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