It seems that there is a need for new render elements in RTT.
Please post your ideas of what would be useful. It would be also great to include short descriptions of the workflows where such elements would be useful (e.g. in real time engines like Unity). Also, if some important elements are present on the regular “render elements” list, but are missing from RTT, please do post them too.
I know of the following two:
Lighting only - so for example you bake albedo only, and then lighting. You put lighting on top of the albedo pass.
Shadows only - likewise - shadows only pass to put on top of albedo.
I can see all the maps that Substance produces being useful:
Base color
Roughness
Metallic
Diffuse
Specular
Glossiness
Normal
Height
Displacement
Bump
Ambient Occlusion
Curvature
Detail Normal
My priority would be to get the isolated Lighting map or maybe even some combination of lighting + AO if possible. This will allow me to make baked Unity assets.
The Unity material has a fair amount of slots. Filling these will make for a much better material. Especially the Metallic (reflections) and lighting maps (you need a seperate legacy or custom shader to use lightmaps properly. Heightmaps are also good to bake VR models.
I’m a bit late but it’s an important topic nontheless. Baking normals for game engines is unfortunately pointless in 3dsmax. Since Max (and vray as well as corona) does not have any “defined” tangent space you can’t use those baked normals in engines like Unreal or Unity (both make use of the mikkt standard).
Any chance to add a RAW Global Illumination Render Element aka Indirect Lighting?
Without this the Render to Texture Element is worthless for me (baking lightmaps for Unreal Engine - Lightmass photonmapping is way to inaccurate).
Move all the info to this thread, please reply there:
Would any one be able to give some insight into their Light Map Bake settings, finding the conversion from Vray to COrona for baking a little difficult because the conversion from Gamma 2.2 to Gamma off for lightmap baking isn’t as literal as Vray
Baking with Corona is looking a little washed out as a result.
I’m right now working with converting a model used for archviz into one used for a VR presentation.
If there’s ONE request I have, it’s that Corona can handle the baking within the render dialogue itself, without involvement of the (rather complicated and bad) max script. Having a one-click solution for rendering Corona materials to correctly set-up Standard Max Materials would be amazing.
It is 2024 now.
More and more projects needs to be partially exported to Unreal/Unity or WebGL , which is really hard without proper set of available render to texture elements. We can’t even “collapse” the PBR shader trees avoiding many workarounds..
Please pay attention to this.