So if you rotate the pv3d scene, you’ll end up having jaggy relfection. However, the problem with exporting baked lighting with orthogonal reflection unchecked, is that the output texture comes out very pixelated where the camera isn’t pointing.
Autodesk mental ray bake output Patch#
If you bake the lights out without orthogonal reflection checked, the pv3d scene looks very much like the mental ray render. w on Mayatomr not available after uninstalling mental ray for Maya 2015 SP2 plug-in patch (windows-only) hugoa on Mayatomr not available after uninstalling mental ray for Maya 2015 SP2 plug-in patch (windows-only) roman horol on mental ray Legacy Materials in Maya 2014 missing swatches/shading groups David Santos on Autodesk Maya 2014 has been. Autodesk Maya - Mental Ray - Baking Textures by FreelanceLowery in forum Lighting. You might’ve noticed that with orthogonal reflection checked like in the example above, the lighting doesn’t look exactly like the mental ray render. Ctrl Buffers to output Ctrl Occlusion Pass, Shadow and ZDepht Passes. Here’s a screenshot of the scene imported in pv3D with baked lighting texture. It needs a bit of touch up, but it’s a great start for use with Papervision3D or other 3D engines. The resultsīelow on the left is the original texture file, and on the right is what Maya exported.
Hit Convert and wait for a while as Maya calculates and exports the new texture file. Make sure you’ve selected the right camera too. General guidelines for Arnold Use Arnold’s subdivision settings. Don’t forget to set the Quality > Framebuffer to either RGBA Float or RGBA Half. I recommend checking Orthogonal reflection (explanation at the end). General guidelines for Mental Ray Use Maya’s built in Render Diagnostics (only works with Mental Ray) before you send to the farm Use ray tracing and not scanline mode. Note: If you check Keep original shading network, Maya won’t replace your texture files within Maya with the newly created image which is handy. Select Color mode: Light and Color, check bake to one map, and set the image file type and dimensions to what you want. In the Batch Bake options, check the Use bake set override to open up more options.
(If it’s greyed out, go to Display Render Settings Window and change the Render Using: combo box to Mental Ray.) In Polygons mode, Go to Color –> Batch Bake (mental ray).
Select one or more objects that have no overlapping UVs. …And here is the mental ray render that I want to mimic by baking the lights and shadows onto the texture files. Here’s a simple scene set up with a few spheres and lights. (Yes, smooth shading, final gather, and normal maps!) Example scene
Autodesk mental ray bake output how to#
Here is a link to a gyazo of my final mesh already uploaded into my engine and a gyazo from my Maya 2017.I’ve written about how to bake lights and shadows onto texture files using the Maya Software renderer before, but this post is for the more exciting Mental Ray renderer. With mental ray for 2016 we use the Fill Texture Seams and that works, but I can't fix these black seems in Maya 2017. I tried several baking settings, filter width, optmize, normalize, soft edges, renderer 2.0 off and on, automatic map, planar map and the seams are there. I have black seams showing on baked aiAmbientOcclusion in Arnold for Maya 2017. I even re-installed Maya 2017 from zero and the error persists. I tried forums, I tried in-world engine help groups, I tried other friends that use 3D softwares and no one is able to give me a direct and simple answer. I have been having this issue for months now, I can't get rid of black seams in certain mesh.