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  • Render to texture

    Is it possible to use RT for RTT?
    I have tried but get wierd results, and no vraytotallightingmap, which is what Im wanting to bake.

    This is using RT as production render.

  • #2
    Yes it is possible to RTT with V-Ray RT and VrayTotalLightingMap is supported, works fine here:
    Click image for larger version

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    What V-Ray version you are using?
    Can you send us the scene for investigation?
    Svetlozar Draganov | Senior Manager 3D Support | contact us
    Chaos & Enscape & Cylindo are now one!

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    • #3
      In the VFB if you switch to view the Vray total lighting element do you get the right result?
      I just get black, but I'll try in a basic scene.

      Using version 3.30.03

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      • #4
        Yes, VRayTotalLighting element holds the proper information.
        Please update to 3.30.05 and run the same test using very simple scene with a box and a light, if the issue is still there please save the scene and send it over for investigation.
        Svetlozar Draganov | Senior Manager 3D Support | contact us
        Chaos & Enscape & Cylindo are now one!

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        • #5
          So, have just upgraded to 3.30.05 and still same problem.

          VrayTotalLightingMap is black.

          Tried with a basic scene, attached.
          rt rtt test.zip


          What have I done wrong?

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          • #6
            We don't support the total lighting element on the GPU yet; you will have to compute the lighting and GI elements separately and then add them together to get the total lighting.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

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            • #7
              Oh dammit.
              Any other workaround? Want to bake the scene without any specular, and Vray Complete Map gives me specular. Which goes back to this thread - http://forums.chaosgroup.com/showthr...-global-switch

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              • #8
                Originally posted by AlexP View Post
                Any other workaround?
                What's wrong with the one that I suggested? Internally V-Ray does exactly the same thing anyways.

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

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                • #9
                  Originally posted by AlexP View Post
                  Oh dammit.
                  Any other workaround? Want to bake the scene without any specular, and Vray Complete Map gives me specular. Which goes back to this thread - http://forums.chaosgroup.com/showthr...-global-switch
                  You can use the VMC script to remove reflections from all shaders. Then you won't have any speculars.
                  Brendan Coyle | www.brendancoyle.com

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                  • #10
                    Originally posted by vlado View Post
                    What's wrong with the one that I suggested? Internally V-Ray does exactly the same thing anyways.

                    Best regards,
                    Vlado
                    Means 2 x maps for everything, and Im not really sure how I would use the 2 maps in Unreal

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                    • #11
                      Originally posted by cheerioboy View Post
                      You can use the VMC script to remove reflections from all shaders. Then you won't have any speculars.
                      Good call, will give it a go

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                      • #12
                        Originally posted by AlexP View Post
                        Means 2 x maps for everything, and Im not really sure how I would use the 2 maps in Unreal
                        I agree with this. I think I ran into the same issue way way back - and just opted for vraycomplete maps and not bother with any lighting/gi in the game engine. You can throw a white/grey shader on everything and get some beautiful textures of the lighting/gi which might work as a light map in UE4? I never bothered with using light maps.

                        Ideally it would be fantastic to bake out the lighting for lightmaps and then bake all the subsequent maps needed for game shaders. Get a diffuse, reflection, normals/bump, etc. What I like about baking the whole texture out is that in max/vray I'm typically creating some complex materials with mix maps and procedural maps that don't translate well into the engine.
                        Brendan Coyle | www.brendancoyle.com

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                        • #13
                          Originally posted by AlexP View Post
                          Means 2 x maps for everything, and Im not really sure how I would use the 2 maps in Unreal
                          You can add them in PhotoShop to get the one map... If it's a big problem, we can certainly implement that in V-Ray RT, but the usual case is that Unreal would do the direct lighting itself, so normally people only need the GI out of V-Ray.

                          Best regards,
                          Vlado
                          I only act like I know everything, Rogers.

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                          • #14
                            I hear you, though, Id like to do zero lighting in Unreal, as we've already spent time making it look good in Vray and essentially just want to use Unreal as a tool to view the baked geo in real time with some nice real time reflections. Unreal lighting quality cant match how it looks in Vray, (not without spending an inordinate amount of time in UE4) and clients would have already signed off the Vray stills, so would expect something very very close in the real time version.

                            Having to do another step of adding together 400+ maps @ 2k - 4k in photoshop is not ideal!

                            Currently the workflow to unreal is quite smooth (if not using RT) as the Vraytotalighting map can go straight into self illum of the baked standard map, this can then be exported along with the FBX, so when imported into UE4 it already has the baked map in the right slot and looks correct.

                            Having to process the maps between max and unreal would mean having to also create the materials for each object again.

                            If you could add the functionality that would be amazing! RT seems pretty fast for this.

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                            • #15
                              Ok, will see what can be done about it.

                              Best regards,
                              Vlado
                              I only act like I know everything, Rogers.

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