Render to Texture

Hi all,
Nice to meet you. I am studying architecture at the TU Munich.
I am pretty fresh here and i don’t know where to post, but i really hope that i would get help here.
I am trying to bake the textures of a very simple scene. One room, 2 tables, a couple of chairs - together they are about 6 materials. (Every object is an editable poly of attached all objects with the same material.)
So…i have set my render settings. For am enabling the Vray Frame Buffer and for every object i am saving a new file.
At the Render to Texture Settings Box i am baking Complete Map - for the diffuse color map slot and the Globall Illumination Map - for the Self illumination Map Slot. The both textures are 1024x1024 and in Channel 1.So the new textures i am applying to the new standart material to the diffuse and self illumination map slot and then i am assigning the new material to the object.
My question is - is that right? Is there any mistake at the process? Could be so kind to help me if i am not correct?
Thank You very much in advance!!!

i ll run some tests and see if i can give u a hand…i not much into baking miself… 8)

3dkad, why are you using self illumination?

i dont get it either…but as i said i m a 0 concerning this subject… :sweat_smile:

the texture map should be in the difuse slot only.
If it is in the self illumination slot as well you will end up with your difuse map being illuminated - like what is happening here

Thank u for the answers…

Good question for the selfillumination - i have noticed that without it my ceiling is too dark grey… I don’t know either how exactly the process must go…
I will make a test and i will post the result without self - illumination.

10x once more time.

whats the final output?
or the purpose of this work?

can u avoid baking?

I would have thought self illumation was necessary. As your are baking all the information into the texture, lightlevels.. shadows..etc.. so if it isnt 100% illumated then it gets affected by those things again.

i agree with jacksc02.
If you put your baked maps in the diffuse slot, then just set self-illumination to 100 in the standard material properties (no map in the self illumination slot) I’m fairly sure you’ll get the result you’re after.

~e

Should i bake a complete map, or i have to bake all Maps separate - Diffuse, Lighting, Shadows etc.?
The scene after the baking should be exported in Quest 3d.
Thanx!

Here are the different images which i have get with complete , and GI Maps baked. The best result is when the texture have the biggest size(of course).

Thanx all!

Hi again!
Here my last step…i just wanted to show it to you.
If any one have suggestions for the glass and the metals ( the reflection materials ) please type it down.

Thanx guys!
C u around!

Thousend thanx to emptyvoxel!!!
If i read more detailed, then i will get the results faster.
Thank you man!!!
Here the difference between Map in the Self Illumination, and without map but with value 100.

Thanx again!!!
C u around!!!