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Thread: unwanted difference beyween render and baked lightmap

  1. #11
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    Quote Originally Posted by bart View Post
    ok, so you want FG from the blue sky. Now, I don't understand why you were baking only direct lights into the map.

    Are you trying to do the indirect at render time and the direct baked in the map? Or vice versa?

    Or do you want everything baked into the map?

    If everything is baked into the map, then no FG or lights should be on for your final render. You'd have to turn off the default light explicitly.
    yes i want everything baked to the lightmap (camera background color+direct light).
    there is no final render, what you see is viewport snapshots.

  2. #12
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    Is the viewport calculating any direct lighting whatsoever? Hopefully not, as that may account for some difference.

    Then a Lambert, with FG turned on, should give you what you need. Ie, you are putting everything into the baked map including shadows, ie all direct and indirect lighting effects.

    All the engine/viewer should be doing is looking it up in the map. That means you would be using File mode directly input into a Surface shader, if you were testing it with a Maya render.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  3. #13
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    Quote Originally Posted by bart View Post
    Then a Lambert, with FG turned on, should give you what you need. Ie, you are putting everything into the baked map including shadows, ie all direct and indirect lighting effects.

    All the engine/viewer should be doing is looking it up in the map. That means you would be using File mode directly input into a Surface shader, if you were testing it with a Maya render.
    this exactly what i am doing but i am still getting a difference (viewport is in "no lights mode")

  4. #14
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    Well, I'd double check to see that Maya wasn't inserting hidden nodes in the baking shader network by exporting to an mi file, and looking at it.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  5. #15
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    And hopefully you're controlling your display gamma through the display Color Management controls through the Render View button which pulls them up in the Attr Editor.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  6. #16
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    actually i am correcting the gamma of the view port texture in Photoshop by setting it to 0.454 (and of course setting gamma to 2.2 in the viewport 2.0 options).

    I uploaded the scene here, you can relocate the texture, bake a new lightmap, and replace the 4 mia_materials (witch were used only for the baking) by the 4 lambert materials, plug the new lightmap into the their ambiant slots and compare with the render, you will get same difference that i found:
    http://www.youfile.net/download.php?...6ce78e4d5936d5
    Last edited by royter; March 1st, 2012 at 01:24.

  7. #17
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    Before I download and check the scene, hopefully you know that ambient in a Maya Lambert is multiplied by the Color, so that Color should be white if you want an exact match.

    Will check the scene a bit later.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  8. #18
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    Quote Originally Posted by bart View Post
    Before I download and check the scene, hopefully you know that ambient in a Maya Lambert is multiplied by the Color, so that Color should be white if you want an exact match.

    Will check the scene a bit later.
    plz disregard this thread and refer to this as i solved half the problem:
    http://forum.mentalimages.com/showth...maps-corretcly

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