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Applying baked diffuse

Posted: Fri Jul 22, 2016 1:02 am
by gristle
Hi. How does one apply a baked diffuse map in Lw/Octane? In LW or Kray, you just add the map to the diffuse channel, then make luminosity 100%.

I get the feeling baking is meant to be used in elsewhere and not in Octane. Baking off the diffuse of a tight interior saves loads of time when it comes to rendering a walk through.

Re: Applying baked diffuse

Posted: Fri Jul 22, 2016 6:49 am
by stef
Hi ! For octane texturing : https://docs.otoy.com/Lightwave3D/?page_id=224
Octane can be really speed, but don't work without occlusion,
You will have best result with ambiant kernel ! ;)

Re: Applying baked diffuse

Posted: Fri Jul 22, 2016 8:04 am
by gristle
Hi, I wasn't asking about basic nodes. There must be a way to correctly apply a baked diffuse pass, generated in octane, back into octane. I've done this before in LW etc, but there is no obvious way to do this correctly in octane.

I want to render off a baked diffuse pass, load it back in, apply to a mesh and render the reflection pass/beauty pass as a walk through animation.

Re: Applying baked diffuse

Posted: Fri Jul 22, 2016 8:38 am
by juanjgon
Your best chance to use baked diffuse maps is to apply them linked to the texture emission node using the "efficiency" input. You must set the "power" to 1.0, disable the "cast illumination" and enable the "surface brightness". You must also be sure that that diffuse parameter in the material is set to black.

-Juanjo

Re: Applying baked diffuse

Posted: Fri Jul 22, 2016 8:51 am
by gristle
Thanks Juanjo,

So I will have to use a mix material to allow reflections. Sounds like it'll be difficult to match the pre baked version, compared to the LW way of doing this. Cheers.

Re: Applying baked diffuse

Posted: Fri Jul 22, 2016 11:07 pm
by gristle
I tried baking out a colour clay render as the 'coloured diffuse', then applying the diffuse as Juanjo mentioned above.
Using direct lighting/none mode, you can get the diffuse surfaces to look ok, however trying to get the correct reflections is not possible.
The only option available is to mix the diffuse and glossy material, when what we really need is a blend multiply/screen type material mixer.

I could render out a reflection only pass and comp later, just it'd be nice to be able to preview in Octane. Alternatively, bake in Octane and do the rest in LW.

I've been test rendering some aircraft interiors (camera only animation) and they can be painfully slow to resolve in Octane, even with low bounce numbers.