|
#1
|
|||
|
|||
> What would be the workflow in 3ds max to get the right lightmaps? What would be the best way to change the brightness of the render-to-texture textures in 3ds max?
The cleanest results come from rebaking, but that's way too slow for minor tweaks. First of all, here's our internal workflow when baking:
Prior to using shader based exposure controls, we'd do minor exposure tweaks in photoshop. We'd make a copy of the baked folder (usually called "bake_mod") to keep the originals intact and run the whole thing though a Photoshop batch process. Anything more than that and you get the same kinds of artifacts you get from trying to do major exposure changes in 8-bit. I'm going to look into the Vive problem and see if I can reproduce the issue.
Other notes: True GI is super slow to render cleanly, so most of the time I'll fake GI by setting VRayDirt as the intensity of a VRayAmbient Light and supplement it with appropriately placed point lights. If I'm planning to use realtime lights in the scene I'll also use the same approach to provide a base level of ambient light and. Last edited by Veleno; 01-25-2017 at 10:46 AM. |
#2
|
|||
|
|||
Bad news: I reproduced the problem and talked to our Vizard programmer and he believes that the Vive itself doesn't currently work with 32-bit, and at the time of this post there doesn't appear to be a quick one-line-of-code way to just briefly switch back to 8-bit just before sending the data to the headset.
8-bit exposure works, with the limitations stated above, but you may be stuck rebaking on this one. |
Tags |
bump map, exposure, light map, osgb, shader, vizard |
|
|