how do, I'm looking for some way to bake colour into verts along some geometry, with the colour gradiating as x increases. any ideas?
first try baking using lights didn't really do the trick, any sides of the geom were overblown because they could be hit by all nearby light. I need it to be pretty much projected from z..
any ideas?
Replies
1 - Render Settings > Common > Turn the Default Maya light off...
2. Color> Batch Bake Mental Ray Options > Light and Color then make sure you have it set to "Bake to vertecies".
3. Start baking
If you're really going to get deep into this, a good thing is to have lights with proper falloff. Then if you want to bump color up or down, just bite the bullet and start grabbing faces and apply color.
Ideally what i want is verts hit by light to be lit regardless of normal, so faces sideways on, or backfacing are lit all the same.
But, I can't fuck up the normals because I need to be able to bake ambient occlusion into the vert colour too..
edit: lamont: if I do use lights, how do you reckon I could get around the problem of sides of geom being blown out? I really want the sides to be exactly the same colour as the front at the edge
could I do something with image based lighting I wonder?
edit: ,malcolm, checking out vert chameleon
If I combine them all, works fine, but I need them seperate. seperate command clears vert colour. how handy! I can't believe it still fuckin does that
also, trial is only 15 days.. I don't think I'll convince management to buy something just for this, so free would be an ideal solution
I like to use volume lights when I just need an area of color and no light direction. It has a fall off from the center by default, you can change this.
Better example of it ignoring face direction:
And they come in different shapes.
edit: hey man, you don't know how to get the 'down axis' option working on the volume light do you? I'm trying to use it but it just works as a point light anyway
there's an arrow that appears when you set it to that, but I can't see the bake picking up that direction.. makes me wonder if the bake isn't picking up the setting
Also, imagine that you're enclosing things in a light mass, so not much difference will be seen.
in the setup I have there is quite a difference, I want a long strip of stuff to be gradient lit from back to front evenly, so the directional light parameter would have been perfect. with the point light behaviour I guess I'll have to put rows of area lights behind the geom, but where the falloff overlaps there's inconsistency with the gradient. I also seem to notice that the more area lights I add, the darker the overall bake gets
best solution I've got tho
just had a thought: is it possible to get that 'ignore normal direction' type of lighting outside of maya bake? like in a normal render?
using mental ray bake, I can get the right results..
Cheers everyone who replied!