How can I bake volumetric? I tried do bake it as albedo using combine baking but the result is really flat. Just a fast showcase how it looks without baking
Hm.. this is difficult. You would certainly require a specific shader and some kind of baked volumetric data.
How do you want it to look like? Because it seem you don't like to keep the stuff inside the head just where it is. Because this would give you a volumetric effect just naturally.
I don't think this is possible. I dont know of a baker that can use volumetric data as input. Even if it would be possible, the result would look weird. As this effect is view dependant.
I don't think this is possible. I dont know of a baker that can use volumetric data as input. Even if it would be possible, the result would look weird. As this effect is view dependant.
Hmm, my friend did it actually but he can't remember the whole thing, he baked it as albedo with combined method and it still has that "deepness" feel.
Hm.. this is difficult. You would certainly require a specific shader and some kind of baked volumetric data.
How do you want it to look like? Because it seem you don't like to keep the stuff inside the head just where it is. Because this would give you a volumetric effect just naturally.
I just want to bake it as albedo but without flatness effect, if it is possible
And he does not know how he did it? This sounds really strange..
Could be some fake environment mapping too or an object inside another with some kind of refraction shader on top. It should become obvious when looking at the baked maps and the material setup Without seeing it in motion it is hard to tell.
Also: I don't understand the english "he did it without selected to active option"
The method is basically a two-pass real-time render. Render what's behind the glass to an offscreen buffer (a temporary 2d image. Zoom through the Amber to see it!). Distort that buffer using the normals (+normal map) of the glass/amber surface model. Render the glass/amber model on top of the buffer.
Or at least that's my understanding of it. I'm no graphics programmer.
There's no pre-process baking for this. Instead the "baking" is done in real-time.
Replies
You would certainly require a specific shader and some kind of baked volumetric data.
How do you want it to look like?
Because it seem you don't like to keep the stuff inside the head just where it is. Because this would give you a volumetric effect just naturally.
Hmm, my friend did it actually but he can't remember the whole thing, he baked it as albedo with combined method and it still has that "deepness" feel.
Parallax occlusion mapping could give you some kind of fake depth but not sure how this would turn out on such an object
he did it without selected to active option
Could be some fake environment mapping too or an object inside another with some kind of refraction shader on top.
It should become obvious when looking at the baked maps and the material setup
Without seeing it in motion it is hard to tell.
Also: I don't understand the english "he did it without selected to active option"
Recent example
model
https://sketchfab.com/3d-models/real-time-refraction-demo-mosquito-in-amber-37233d6ed84844fea1ebe88069ea58d1
The method is basically a two-pass real-time render. Render what's behind the glass to an offscreen buffer (a temporary 2d image. Zoom through the Amber to see it!). Distort that buffer using the normals (+normal map) of the glass/amber surface model. Render the glass/amber model on top of the buffer.
Or at least that's my understanding of it. I'm no graphics programmer.
There's no pre-process baking for this. Instead the "baking" is done in real-time.