WorldViz User Forum  

Go Back   WorldViz User Forum > Vizard

Reply
 
Thread Tools Rate Thread Display Modes
  #1  
Old 01-25-2017, 10:44 AM
Veleno Veleno is offline
WorldViz Team Member
 
Join Date: Sep 2005
Posts: 148
> 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:
  • Get the diffuse textures onto most objects
  • Set up initial lights
  • Do test renders to get a general feel and iterate on the lighting setup
  • Unwrap with Steamroller to UV channel 3. Steamroller is a short script I wrote a while back as an alternative to Render to Texture's auto UV unwrap because RTT's version always insists on grouping UVs by material ID which can waste a ton of space. It also provides quicker access to the function.
  • Make a folder for the bakes. I usually call it "bakes" and stick it in a subfolder of wherever the relevant max file is. This makes it so if I ever grab the project again from our backup system all the assets it depends on come with it. When baking on a render farm I also make sure the bake folder can is accessible by our local network.
  • Bake at low resolution and low quality for very fast bakes, then test out the LQ bake in the scene an iterate as necessary on lighting and initial exposure.
  • When satisfied with the way the lighting interacts with the textures, crank up the settings to your target quality and test them on one object. This may take a while.
  • If the quality seems sufficient on that object, bake the rest.
  • Bakes can take several hours, so consider letting it go overnight or over a weekend. Render farms help a ton, and at the minimum it's very helpful to be rendering on a different machine than your workstation so it doesn't tie up the processing power while you're trying to build more stuff. Render stations can be cheap because they don't require a fancy graphics card to work efficiently - a lot of renderers still don't let the GPU pitch in with the baking process.

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.
  • I'd imagine you're on a fairly modern graphics card, but I'd double-check that the card you have supports 32-bit stuff.
  • Probably goes without saying as well, but make sure all the relevant drivers and software are up to date. I had a different shader issue with the Vive go away on it's own after an update.
  • For very minor adjustments you should be able to get away with exposure the default bit-depth. Dimming usually works better than making things brighter.
  • Since this is a major readjustment it's possible that you may be stuck having to rebake.
  • You can also try using 16-bit to see if that works: vizfx.postprocess.getEffectManager().setPixelForma t(viz.TEX_RGB_16)

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.
Reply With Quote
  #2  
Old 01-25-2017, 12:19 PM
Veleno Veleno is offline
WorldViz Team Member
 
Join Date: Sep 2005
Posts: 148
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.
Reply With Quote
Reply

Tags
bump map, exposure, light map, osgb, shader, vizard


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 04:46 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Copyright 2002-2023 WorldViz LLC