Hello there ! Here is finally how i've done it with vray. It's fairly simple, but since i'm shit at understanding technical papers, i struggled long time. So i've simply overidden the mesh normals with applying 3 different materials with a special color in the bump channel as normal map for each. This is the technic i was…
mmh no, the 3 lightmaps have the color information. I was thinking of a way to optimize this, instead of 3 rgb maps, use 1 rgb map for the color and 1 rgb map with 1 "desaturated" lightmap in each channel. But someone here with the highest skills (oscar i think ?) told me they tried on Mirror's Edge and it wasn't looking…
Sorry I typed wrong. I was tell about VrayRawTotalLightingMap. However you confirm that multiframe inc mod is not the right way for bake lightmaps ? ! Then if you can help me, I have another question. Because of I bake Lm with Vray, I use LWF with gamma 2.2. When you set color for RNM, you modify the value on LWF color…
Dear Noors, I hope in your support about a problem that cause my nightmares. In your tutorial, you advice to apply Channel 1 into VrayNormalMap Node. But I have a problem with overlapping. In my UVCh1 on my geometry I have a lot of overlap. When I render my RNM_x there are a lot of errors ... But I can fix, for example…
Hey ppl :) I'm in the process to improve our lighting workflow at work. Problems : No one here has really skills on advanced lighting technics. Also I'm a simple cg artist and technical papers are beyond me. I'm very sorry if my technical vocabulary is approximate and my post as messy as my brain. We need to stay "mass…
It's weird that uv rotation causes issue. It indeed changes the tangent binormal repair but your bake should take it into account. Ah, i think vrayrawlighting map is just the direct lighting, it doesn't use GI of IR and LC. But both (GI+direct) are calculated when you perform a GI rendering, so just output both. As for…
Hey guys, thanks for your replies. Nope i didn't do further tests though i'm pretty sure it's possible to screw the mesh normals with maxscript and then render eachdirectional lightmap correctly. Yeah looks like it's a lot easier with turtle so i'll make tests with that. Oh btw thanks Ali, didn't notice your reply, i'm…