After Lightbaking, my models inside of Vizard seem to have dark texture seams, and parts of the models become transparent.
I am creating my models and applying textures in Maya. I then import those models in to Max using the .fbx file format. If I export from Max as an .osgb into Vizard, all the models are being drawn just fine (although unlit.)
After doing a Render to Texture light bake using Mental Ray, I get errors inside of Vizard using the same .osgb export settings.
I have concluded the following
1. My models and materials from Maya are fine.
2. Exporting from 3ds Max before any light baking is fine.
3. Baking Lights in 3ds Max causes models to render badly
Possible Issues
- My shell materials have become messed up and I need to remake/reset them
- The materials I end up with from my Maya to Max workflow do not play with Mental Ray
- Not enough Texture Space on the Light Map for proper rendering in Vizard
- Incorrect Render to Texture/OSGB export setttings
Here are some pictures and settings.
Unlit and Unbaked Railing with no Problems
Lit and Baked Railing with Seams and unwanted Transparency
(I'm letting Render to Texture layout my UVs. A lot of wasted space)
Render to Texture Results
Light Map
Render to Texture Settings