Question about Baking out Lighting!

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Draydin_r
Licensed Customer
Posts: 154
Joined: Fri May 13, 2011 2:34 am

I have a rather important question about using the texture bake camera (along with the batching script made by bepeg4d). Is it possible to bake out lighting without baking it into the textures? Like having the lighting and the albedo (diffusefilter) separate? Or do I have to have a version in grayscale and a version with color?

I was hoping to export out some pathtracing and then load it into a directlighting scenario with no AO and render out a quick fly through. Would this be possible to do? Are there any workflow tips anyone would be willing to share?

If I could get a response on this it would be a lifesaver!

Cheers,
Gerry
Intel Core i7 CPU 6850K @ 3.60GHz 128.0 GB Ram / Win 10 64 bit / 1x GeForce RTX 3080
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mojave
OctaneRender Team
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Joined: Sun Feb 08, 2015 10:35 pm

Draydin_r wrote:I have a rather important question about using the texture bake camera (along with the batching script made by bepeg4d). Is it possible to bake out lighting without baking it into the textures? Like having the lighting and the albedo (diffusefilter) separate? Or do I have to have a version in grayscale and a version with color?

I was hoping to export out some pathtracing and then load it into a directlighting scenario with no AO and render out a quick fly through. Would this be possible to do? Are there any workflow tips anyone would be willing to share?

If I could get a response on this it would be a lifesaver!

Cheers,
Gerry

Hi Gerry,

The baking camera system that will be released in 3.0 can render images using as input the geometry UV. You may render various render layers similar as what you'd do with the thin lens or pano camera and also choose the kernel that you prefer.

What format were you thinking about using for exporting that information? Do you have in mind baking volumetric information?

Best.
Draydin_r
Licensed Customer
Posts: 154
Joined: Fri May 13, 2011 2:34 am

Hi Mojave!

The issue I'm having with the texturebaking is that it bakes out the texture on the material along with the lighting, and normally this isn't an issue, but when I have a texture with a lot of small details on it (say a carpet) I would have to render an enormous lightmap to keep the fine details comparable to the original texture.

The current work flow that give the best results sadly is to render everything out in grayscale/solid colors and then multiply those over top of the textures in the material. This allows me to remain flexible with my materials as well as shorter render time when baking. The downside is that I'm limited is how I can get colored bounces and be able to match the pathtraced scene it was baked from.

Most lightmapping software do this automatically, baking out a lighting and color-bounce-only map separate from it's diffuse. It's really the only weakness I see with the texture baking in octane. That said I can't argue with the quality of the lighting :D

If there is a way to do this in the settings I would be delighted to know!

Cheers!
Draydin_r
Intel Core i7 CPU 6850K @ 3.60GHz 128.0 GB Ram / Win 10 64 bit / 1x GeForce RTX 3080
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mojave
OctaneRender Team
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Joined: Sun Feb 08, 2015 10:35 pm

Hi and sorry for the delay in my answer,

I am still not sure I understand you issue, it seems it's a mix of things involving (1) baking complex geometries and (2) being able to separate diffent light contributions.

For (1) I am afraid there's not a way of doing so without using a UV map but there's a chance we'll explore volumetric baking.

Regarding to (2) it seems to me that what you need is to use raw render passes so you can export raw lighting contribution and its respective filter pass and multiply them later on when mapping them back.

Please let me know if this is what you were looking for or else, could you provide a simple scene to illustrate this?

Best,
Draydin_r
Licensed Customer
Posts: 154
Joined: Fri May 13, 2011 2:34 am

Hi Mojave,

I actually stumbled over that setting while pouring over the documentation. I'm not sure it's one hundred percent effective, as I might have issues with blending raw lighting data from more saturated colors, like a very saturated red sphere producing a neon pink raw diffuse with green speckles, it works fine when multiplied photoshop (dif raw * dif filter) but I'm not sure it'll work out as well in unity.... either way it'll need testing! I'll let you know how it turns out.

It would be nifty if the raw data could be optionally desaturated (or could have the everything but color bleeding from over objects/lights desaturated). Is there anything that can produce that effect even when batching out the images in stand alone?

Thanks for replying back Mojave! I hope I haven't bugged you to much over this!

Cheers!
Draydin_r
Intel Core i7 CPU 6850K @ 3.60GHz 128.0 GB Ram / Win 10 64 bit / 1x GeForce RTX 3080
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mojave
OctaneRender Team
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Joined: Sun Feb 08, 2015 10:35 pm

Yes, raw and filter layers are to be used in conjunction and be multiplied to obtain the final result, so that's the expected behavior.

If you are actually getting different results to the original diffuse, reflection, etc. then that's something that should be investigated, in which case could you please shared a sample scene?

Thank you.
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