jiew Posted June 9, 2011 Share Posted June 9, 2011 hello everybody, i have a problem with texture baking of an interior scene i have done in max with vray and would appreciate your help. the problem is in many of the intersecting planes i have these black splotches around the intersecting area. snapshot : the baked texture: when i renderd a snapshot with vray, the lighting came out ok, but when i bake the textures all these problems appear... i guess i have to change the vray settings for the baking proccess, but im not sure which settings are causing the problem, and what i should change them to. The texture i baked was 1024*1024px , and the settings i used for the baking are: -Adaptive DMC as image sampler, with Antialiasing filter set to Area and 1.5 size. the Adaptive DMC was set to 1 & 8 as Min. and Max. subdivs. -The GI was set to Irradiance map as primary and Brute force as secondary. the Irradiance map was set on a medium preset, with HSph Subdivs set to 50, and Interp. samples to 15. The Brute Force was set to 16 Subdivs, and 3 secondary bounces. this settings gave me really good resaults when rendering a snapshot, but as you can see the baking got all messed up. i appreciate anyone who had the time and patiance to read this, and would be greatfull for any ideas as to what i can do. Link to comment Share on other sites More sharing options...
LongMozart Posted June 9, 2011 Share Posted June 9, 2011 I believe that the problem is caused by the Irradiance map. Try turning on details enhancement so that V-Ray will use brute force these corner areas, or switch the first bounce engine to brute force. Remember that when you do texture baking, you usually need significantly higher quality settings. Brute force is obviously the best way to guarantee highest quality. Link to comment Share on other sites More sharing options...
JonRashid Posted June 9, 2011 Share Posted June 9, 2011 Also as matter of course you should have a 4pixel padding area between individual textures. Link to comment Share on other sites More sharing options...
BrianKitts Posted June 9, 2011 Share Posted June 9, 2011 Make sure you calculate your irradiance map for the entire scene first then bake. If you don't use a precalc'd map you're going to get problems like that in the corners. Link to comment Share on other sites More sharing options...
jiew Posted June 10, 2011 Author Share Posted June 10, 2011 two questions, how do i calculate the irradiance map for the entire scene? if i use brute force as primary engine, what should i use as secondary, as i understood light cache isn't very good with texture baking. and how many subdivs would you give the brute force? thanks! Link to comment Share on other sites More sharing options...
notamondayfan Posted June 14, 2011 Share Posted June 14, 2011 look at spot3d.com (vray manual) they have a few tutorials on how to bake textures. Link to comment Share on other sites More sharing options...
BrianKitts Posted June 14, 2011 Share Posted June 14, 2011 The chris nichol's method.... works really well.... - put a free camera in your scene - in the vray render panel set the camera type to spherical and override it to 360 degrees. - animate your camera over 5 or 6 frames jumping around to enough places in the scene that it will be able to "see" the entire scene. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now