Hi everybody! I need to render the scene using the light map as the lighting. I've baked the light map but I can't apply it! My attempt to use it through the self illumination has failed. It gives black/white lighting. There is no color information of lighting. Please help!!! Any advice?
Lightmaps will contain colour from your lights and from indirect diffuse reflections. (Bounced light) if you have coloured objects in your scene they will have an affect on the lights colour. even if your using pure white lights (which your shouldnt)
Are you referring to the color of the lights? My lightmaps only contain lighting information, so if it's color from the lights, yes, but I wasn't sure exactly what color he was referring too. btw, what's the easiest way you lightmap your entire scene?
It depends what your rendering with. It looks like your using light tracer. Which supports light bounces but does it very slowly. you need to turn up the bounce number in the light tracer options.(or is it bleed.. its one of the two) Personally I'd use mental ray for it. Set your FG to low/Medium, turn off noise reduction…
Hmm, light tracer isn't active. I'm using Max's default scanline rendering, maybe that's the issue. I'll check out and see if Mental Ray makes a difference. It seems like you have a lot of experience with lightmaps, It's pretty fresh for me. I came across a tutorial on the web that specified combining all the meshes in the…
Does the indirect diffuse reflection happen automatically or does it need to be setup? Here's a really bad example of a lightmap generated using Flatiron, The lights are primarily whitish blue.
Sweet, nice to know that setup works :) I noticed that the lightmap isn't as bright as what the render looks like with the actual lights. How can you tell you're getting an accurate bake, and is there a way to adjust it without needing to rebake the map again?
What you found is more or less the best process. The vital step you haven't seemed to mention is the use of a 2nd UV channel. By using a 2nd UV channel, you should not have to change your materials or their application at all. The 2nd UV channel is what will get 'automapped' and Render-to-textured, and it will only hold…
Yep, I'm rendering the scene within Max, but it's for an iPhone company, so I'm not sure of its emphasis. I'm using uncomressed targa 32-bit for my lightmaps, the results I've had aren't what I'm looking for, but I did take it into photoshop and cranked up the values and noticed a definite difference when applied back to…
What's the end purpose of this lightmapping? Is it just for rendering? If so, I think you may need to make sure you are storing your lightmaps in a 32-bit format so you get a wider range of possible values...? I'm not too sure, I don't deal with rendering and 32-bit stuff often. If not, and this is for an engine of some…