Since rendering uv object doesn't support Raytracing, which is a warning that mantra shows me, is there another way to bake PBR lighting into a texture?
I hope I am making sense, please let me know.
Thanks!
Bake PBR lighting into a Texture
8614 5 3- mzigaib
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- AdamT
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Isn't PBR view dependent? I.e. directional diffuse, thus impossible to bake?
(I've gotten around this in the past with i.e. iRay by rendering several plates from camera projections and retouching a composite of them re-projected onto geometry in a standard renderer, but it's only suitable for some scenarios).
(I've gotten around this in the past with i.e. iRay by rendering several plates from camera projections and retouching a composite of them re-projected onto geometry in a standard renderer, but it's only suitable for some scenarios).
- rafaels
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There must be a way, if not directly through a ROP, possibly by exporting the lighting as a point cloud first and then using the point cloud to render the texture in micropolygon mode…
But I've never tried so…
Cheers
But I've never tried so…
Cheers
Toronto - ON
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My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- FabianoBerlim
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- garretthoyos
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I know this is a super old post but I'll reply in case anyone else is trying to do this.
If you enter in the Mantra renderer the command “mantra -u” followed by the path of your object, then you can get it to work as long as you are using Micropolygon PBR. Physically Based Rendering alone will not do it.
If you enter in the Mantra renderer the command “mantra -u” followed by the path of your object, then you can get it to work as long as you are using Micropolygon PBR. Physically Based Rendering alone will not do it.
- tamte
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