I am trying to get bake 3D to work so I can use it for a real time project I want to do.
My problem is that the results I get with a normal render and the baked material render are substantially different. See below:-
Render
Baked scene render
I know that the white lines are to do with the padding, and that the only way around that is in Photoshop, but why is the scene rendering darker and why is the light coming through the window burning out on the floor and ceiling when it looks fine on the render?
I am using the standard vray low settings, Color mapping HSV esp with a vray light set to skylight and one set to mult-5.
Any help with this would be greatly appreciated as it is driving me nuts!!
Yea, but final render “ignores” the GI of the rendered scene when it bakes the texture.
Bake3D and its developers are so stupid, I can save the rendered unwrapped texture image before its display from the render progress screen vanishes and that gets rid of the lighter lines at the geometry seams… so what seems to be happening is the program is saving the render before it is complete.
a: You need to render the scene at least once.. or else you end up with some goofy coloration issues..
b: use meter or feet based units.. ie: 1 = 1foot, or 1 = 1meter.. (unofficial) speeds up rendertimes, and (definite) less blotches in the baked maps..
c: anti aliasing off, or set to fixed rate seems to be smoother in my experiences.. hell if i know why..
d: if you’re getting the outline problems, try shutting off the AA filter, or switch it back to area..
Theres more, but thats all i can think of offhand.
FR and render to texture… it ‘can’ work.. its not pretty.. and its pretty painful in my opinion.. (Probably just due to my lack of fr skills) HyperGI was the only type i could get to work, and it was horrid to try and get rid of the splotching