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