first what i want to do. I need a working process to bake on the network a scene where i want to put at last the “Raw GI” Pass into the diffus channel of a new baked material.
altenative it maybe would be better to get the “Raw Gi Pass” to the self illumination Channel and the “Diffus Color Pass” to the diffus Channel of the baked material.
I Tried to setup a testscene to achieve this result. Like Vlado tels in the helpfile, i turned on the VR-Framebuffer, activated the g-buffer split option, turned on in the g-buffer also the “Raw GI”, and baked it.
Problem: First i only get a very splotchy tga baked (screenshot).
secound, max sometimes seem to crash.
third, i cant get the png, the tb process rendered, to be put - automaticaly into the baked material channel as i - want it.
fourth, the baked png is splotchy.
Who can help me ? what am i doing wrong ? I uploaded some screenshots as well as the max testscene. maybe someone of you can take a look. I also think a detailled small tutorial inside of the vr-help file could be a nice thing too.
Tom.
a screenshot of the testscene. I want to bake the teapot.
the texturebaking settings
some render settings
max while baking. as you see many errors appear and the rendered map is splotchy
the file works fine here as is in Max7 (no s1, no 7.5.. nada!) and 46.15
excepting for a VrayVFB error writing to file which was just the vfb trying to save to the not so english version of my desktop
All I did was add a target slot for the completemap since there wasn’t one previously.
I just tested the newest version of Vray, Vlado told from in this thread above, and the Problems with tb have dissapeared.
first there are no artefacts in no more,
it now renders much faster (no invalid geometric … )
and it saves all the renderpasses as wished to the aimed directory.
here are two baked examples.
the teapot with the baked Raw-Gi pass
the teapot with the baked Rgb channel
One thing in tb now still is missing. The Render to texture Script doesnt understand where the baked textures from Vray gets saved. Vlado told me, this could easyly be changed in the rtt script. Damn… i still cant script in max … Grrrrr.
but what about you all ? anyone here who allready did solve this problem ?
not directly, but i’ve done a similar thing to ‘build’ the materials from a RTT job that gets sent to backburner, as it doesn’t create the materials for that either.
it’s got like, 0 error checking because it was a quick hacktogether job for me to get something done. but its a start.
if anyone feels like fixing it up for non-scripter consumption that would be peachy.
if you dont want it to use the Raw_GI.0000.png pass, you’ll need to edit line 13 to suit your needs
(Edit: Theres nothing resembling undo either, as it creates a new material for each object, so be sure to save your scene pre and post baking.. as you should for ANY bake job.)
Cheers,
Dave.