Hello everyone,
I'm looking for a solution to bake light refraction in 3ds max using Arnold renderer. I have two objects using the Arnold's standard surface material, one with emission to 1, and another one set to glass following some tuts, that is sopposed to receive the light from emission.
As far as I know, the result of light refraction rely on camera position so trying to bake it seem contradictory, but is there some way to fake it like some people fake the baking of matcaps for example ? I aim for a result like below or approaching (the light effects on the upper part where the rays get caugth by extreme angles).
Thanks !
Replies
That's a view-dependent effect like you said, but in RTT the view angle is orthagonal along the W axis in UV space. In other words, straight out from the surface, at every point.
So, the baked texture will look like the middle part of the glass there.
The way to replicate this in a game engine is to add a Fresnel or rim lighting pass in your shader, and crank it up really strong.
Those infos on rtt behaviour are interesting though.
I'll post back if I manage to find a rendering technique approaching the photo ref visual. Thanks again
Good luck, let me know how it goes.
Failing that you can do the same sort of thing in substance designer if you're willing to dig into the pixel processor a bit