"With HDR images you don't need multiple exposures(High Dynamic Range) all you need is to output your file as a 32bit Floating point EXR image without any gamma correction. I actually recently recieved the following response from someone on the /r/3dsmax subreddit : Hence my interest in HDR lightmaps instead of manually tweaking exposure settings. The quality of the Bake settings comes down to your Render Settings, personally I use the default scanline which is very quick and easy to setup and gives great results.Īs you may recall, my question had to do with rendering out a lightmap for a scene with multiple different exposure settings, both inside and outside a building. Also make sure there is plenty of distance between pieces because it applies Padding (2px is the default padding) around each piece. To get the best results with Baking Textures you really need to unwrap your model yourself and avoid using the Automatic Unwrap options, make sure there are no overlapping faces and that all faces are pointing in the right direction. I assume you're simply wanting to capture all your light information into your textures to use in Unity, using a complete map will do the job however you would probably want to bake them separately such as Diffuse and LightMap and then combine them together in Adobe Photoshop, this gives you a lot more control when editing. If you specifically require a HDR image then as you've suggested you could render out your lightmap at different exposures (typically -2EV, 0EV, +2EV), save them in TIFF format and then you can load them all into Adobe Photoshop : Automate > Merge To HDR Pro to combine them to a HDR file. however I have never baked to HDR format. I bake materials often and use HDR images for environments and light setups etc. Thanks to anyone who can weigh in on this ! (and no I really don't want to have to go around a whole building splitting up meshes and rendering them separately). I just don't see any other way to do it considering that the outside is at one exposure and the inside is at another. I'm not married to any particular solution at this point. What image format do I need to use for the output file ?ĭo I need to use a particular gamma setting (I am guessing Gamma = 1.0)?ĭo I need to be in MR exposure or logarithmic ?Īlso, if I'm barking up the wrong tree here and there's a simpler way to do this, don't hesitate to let me know. So if anyone has any knowledge about baking HDR lightmaps in 3DS Max for exporting enterable buildings to Unity using Mental Ray I would be much obliged to you for sharing.ĭo I need to bake bracketed exposures and then post-process them together like you do for creating HDRI photos ? All the training material out there seems to be for VRay in Maya. Most of the interior lights seem to be overwhelmed by the sunlight most of the time.Īnyway, I'm reading a lot about HDR lightmapping now and dynamic tone mapping shaders in Unity, but I'm fuzzy on how to go about rendering out the proper lightmap in Max with Mental Ray. The outside gets blown out, a lot of the inside is dark and grainy. ies files on the inside and my preliminary attempts at lightmapping look like I randomly set the building on fire and put it out with toner. I have a sun & sky, MR portals and photometric lights with. The problem is that it's lit from both outside and inside (like buildings usually are.) and my texture baking experience is limited to doing externally lit CompleteMaps for augmented reality models. I'm an architect trying to lightmap a building for export to Unity for architectural vis.
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