[Bf-committers] Baking Princlipled/PBR maps and lightmaps for Eevee

Adriano Oliveira adriano.ufrb at gmail.com
Wed Feb 14 16:03:37 CET 2018


Thank you, Clément. I understand your point.
Congratulations for the outstanding achievements so far.

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*Adriano A. Oliveira*
Coordenador do Colegiado do Curso de Cinema e Audiovisual
Universidade Federal do Recôncavo da Bahia (UFRB)
Centro de Artes Humanidades e Letras (CAHL)
Matrícula: 1673892
(71) 99181-0123 [VIVO]

2018-02-14 11:09 GMT-03:00 Clément FOUCAULT <foucault.clem at gmail.com>:

> HI Adriano,
>
> Lightmap support in eevee is not trivial. If you just want to bake the
> irradiance (diffuse) in cycles and use it in eevee you can add an emission
> node with the lightmap multiplied by the diffuse color, and  set the
> diffuse color in other bsdf nodes to black.
>
> And creating really good lightmaps system is not easy. We would need to
> encode the lighting directionallity and I don't even know if cycles can do
> that. Also managing instances UV offsets/scalling/packing is another
> problem.
>
> It's not in our short term goals for sure.
>
> Regards.
>
> 2018-02-14 14:21 GMT+01:00 Adriano Oliveira <adriano.ufrb at gmail.com>:
>
> > Hi,
> >
> > Cycles bake was a great thing implemented by Dalai. With the workflows
> > pointing out to PBR, I hope we have some time for adjustments/additions.
> >
> > This is my contributions (not asking for/demanding anything):
> >
> > 1. The Cycles bake workflow is not intuitive. The need for a image
> texture
> > node alone selected in the shader is not ideal. Good addons like TexTools
> > solve this, but I think it should be addressed in 2.8 with new depsgraph.
> >
> > 2. We should be able to bake some missing real PBR maps: Roughness,
> > Metallic... (Ok, we can already do it manually in most scenarios).
> >
> > 3. We need to Bake Cycles Lightmaps (32bits). This is a real deal for
> > Eevee. Baked Shadows are not enough. Plus, objects with lightmaps should
> > not be affected by Eevee Irradiance Volume and static lights.
> >
> > Hope we can get there somewhere in time. ;)
> >
> >
> > *Adriano*
> >
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