Author Topic: Additional texture baking elements - add your ideas  (Read 6347 times)

2016-09-14, 10:58:43

maru

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It seems that there is a need for new render elements in RTT.

Please post your ideas of what would be useful. It would be also great to include short descriptions of the workflows where such elements would be useful (e.g. in real time engines like Unity). Also, if some important elements are present on the regular "render elements" list, but are missing from RTT, please do post them too.

I know of the following two:

1. Lighting only - so for example you bake albedo only, and then lighting. You put lighting on top of the albedo pass.

2. Shadows only - likewise - shadows only pass to put on top of albedo.

...

2016-09-21, 20:57:55
Reply #1

samuelAB

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I can see all the maps that Substance produces being useful:
Base color
Roughness
Metallic
Diffuse
Specular
Glossiness
Normal
Height
Displacement
Bump
Ambient Occlusion
Curvature
Detail Normal

Some of these are already available from Corona. (see here for all Unity Standard maps: https://docs.unity3d.com/Manual/StandardShaderMaterialParameters.html)

My priority would be to get the isolated Lighting map or maybe even some combination of lighting + AO if possible. This will allow me to make baked Unity assets.

The Unity material has a fair amount of slots. Filling these will make for a much better material. Especially the Metallic (reflections) and lighting maps (you need a seperate legacy or custom shader to use lightmaps properly. Heightmaps are also good to bake VR models.

There's a breakdown of the Unity parameters here: https://docs.unity3d.com/Manual/StandardShaderMaterialParameterAlbedoColor.html




2016-11-04, 14:16:05
Reply #2

maru

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Any other ides? We are sometimes asked about missing RTT elements, but we need your feedback. :)

Is there some specific workflow you cannot accomplish with Corona? E.g. when baking some textures for 3d/game engines?

2016-11-25, 19:05:24
Reply #3

romullus

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Vector displacement baking would be cool. Right now i don't know any way to bake it in 3ds max.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2017-02-16, 19:59:59
Reply #4

Rendermonkey

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Hey,
nice would be

Roughness
Glossiness
Normal
Bump
Curvature

btw. does anyone know how to use the ReflectColor Texmap output.
Renderings always black even with high reflection materials...

2017-02-16, 22:16:52
Reply #5

DeadClown

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Is there some specific workflow you cannot accomplish with Corona? E.g. when baking some textures for 3d/game engines?
I'm a bit late but it's an important topic nontheless. Baking normals for game engines is unfortunately pointless in 3dsmax. Since Max (and vray as well as corona) does not have any "defined" tangent space you can't use those baked normals in engines like Unreal or Unity (both make use of the mikkt standard).
Any sufficiently advanced bug is indistinguishable from a feature.

2017-02-16, 23:00:39
Reply #6

romullus

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Well, there's always Handplane 3D - perfect program for converting between different tangent spaces.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2017-05-16, 23:33:39
Reply #7

parva

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Any chance to add a RAW Global Illumination Render Element aka Indirect Lighting?
Without this the Render to Texture Element is worthless for me (baking lightmaps for Unreal Engine - Lightmass photonmapping is way to inaccurate).

2017-07-06, 12:29:13
Reply #8

Alexp

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Any chance to add a RAW Global Illumination Render Element aka Indirect Lighting?
Without this the Render to Texture Element is worthless for me (baking lightmaps for Unreal Engine - Lightmass photonmapping is way to inaccurate).
+1

2017-07-10, 16:53:33
Reply #9

mike_kennedy

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Move all the info to this thread, please reply there:


https://corona-renderer.com/forum/index.php?topic=16749.new;topicseen#new




Would any one be able to give some insight into their Light Map Bake settings, finding the conversion from Vray to COrona for baking a little difficult because the conversion from Gamma 2.2 to Gamma off for lightmap baking  isn't as literal as Vray
Baking with Corona is looking a little washed out as a result.

Our Current bake in Web GL:


https://playcanv.as/b/8ypVaNs5/


Any tips / settings advice would be greatly appreciated.









« Last Edit: 2017-07-21, 18:13:56 by mike_kennedy »


2017-09-13, 13:34:36
Reply #11

matsu

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I'm right now working with converting a model used for archviz into one used for a VR presentation.

If there's ONE request I have, it's that Corona can handle the baking within the render dialogue itself, without involvement of the (rather complicated and bad) max script. Having a one-click solution for rendering Corona materials to correctly set-up Standard Max Materials would be amazing.

2018-06-28, 17:25:38
Reply #12

parva

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any news for more RTT output options in V3?

2018-08-31, 02:46:53
Reply #13

Remi_Tribia

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Same question, I would love to see metalness, roughness, and object/material ID elements...

2018-09-04, 16:50:55
Reply #14

maru

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