Texture baking

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Refracty
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I have spoken about texture baking with a maxwell render developer last year.
He didn't say that it is hard or impossible to do. They are even considering this for Version 3 but it is not their top priority.
I think many people especially game developers would love this feature but the unbiased rendering developers think from a different perspective.
If the would implement this feature they would offer something to feed other biased render engines and they hesitate a bit to do it.
I think if Otoy would offer this feature it would be a strong point to buy Octane even when this means that it is not the final renderer in that case.
Interactive projects for engines like Unity are very popular atm so there is demand for this feature, no question. And Octane offers top notch visual results, so please Otoy get your hands on this useful feature.
Andygraph3D
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you're right! ;)
jmfowler
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+1 texture baking for unity engine.. Diffuse and indirect lighting.
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Goldorak
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Did anyone see OTOY's 50 minute session at GTC regarding how Brigade and Octane will interface for next gen game development? When NVIDIA posts the video, you should check it out. This feature is addressed in the presentation. The short of it is, there is definite interest on our end to get this going as soon as possible. We're just not at the point where we can commit to a timetable.
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Chris
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Goldorak wrote:Did anyone see OTOY's 50 minute session at GTC regarding how Brigade and Octane will interface for next gen game development? When NVIDIA posts the video, you should check it out. This feature is addressed in the presentation. The short of it is, there is definite interest on our end to get this going as soon as possible. We're just not at the point where we can commit to a timetable.
has it been posted yet? haven't found it.

Chris
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marchermitte
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While I do use texture baking in other package, there are some issues.
1) texture resolution
Fine if you only bake a character or some furniture, not fine at all if you intend to visit a virtual house. Texture res have to be really high, what kind of impact would that have on GPU limited memory? Especially given that (for now) Octane only support ONE UV texture, you'd have to bake the lightmap or diffuse surface per surface, unless you have everything layed out and packed up on one UV space, which brings us back to the baked texture resolution problem.
2)Need to separate channels/output
If you consider re-building your scene in another package to have a real time immersion, then you need to have a light/diffuse pass, AO pass would be usefull too and some king of color bleeding info , that last one could be stored into the light pass I guess, depending from what software you use for your real-time walkthrough.
3) Specular / reflection would have to be "simulated" inside the choosen software to get an approximation of what you get in Octane, giving way less realistic results. Blurry reflection are super fast and beautifull in Octane, you'll need to render a cubic enviro and blur It to get some sort of "real time" result in another 3D software.
So I guess you could use the original textures, full res, unbaked with the lightmap (baked in Octane) on the top, in additive mode or luminosity channel to fake the lighting and manage to get the ref / spec simulating reflective material look, while using the AO to mask the ref and darken the scene in the diffuse amount channel.
Interesting thing but full of problems to solve. I might be wrong on some stuffs, though, I think I'm a good generalist but not an expert.
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Proupin
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Who says this is not possible?? Being able to bake at least lightmaps would be huge... with DL, super fast. Reflections and everything else is done by the engine anyway, so where is the problem really, VRam limitations at most.. Lightmaps for use in Unity etc would be awesome!

I would prefer other things first though, Motion blur (at least via plugin) would be AMAZING
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