High Quality Texture Baking

I am trying to bake v-ray texture from 3ds max inbuilt render to texture option.some how i do not get quality textures.it gives me blurry texture,even if i render 3000X3000 resolution,i am not getting good quality.

can someone share high quality texture baking method.would be a great help…!!!

Thanks In Advance…

Hi,

Even though the resolution of the resulting bake is important for quality, the most important part of a bake with any renderer, not just VRay, is your render settings. For example, if you renderer settings are set to draft quality but you bake at a 4k res, your resulting bake will still be low quality. Make sure you have high enough settings chosen for your anti-aliasing, GI solution, etc.

I render on Medium IR+Brute Force setting in vray, which gives me best quality in normal render.is there any specific render setup in vray for baking??

Ok, but what are your anti-aliasing settings?

I have posted test_1.jpg with problem area and original render test_2.jpg.

Render Baked Setting
Resoultion : 1024X1024
Antialising : Catmull-rom.
GI : IR Medium+Brute Force

Please Let me know…


734800--26777--$test_1.jpg

Yeah it looks like a resolution issue, I’ve seen this before, even when rendering with mental ray at preview settings.

Note that even if you have all your render settings really high, you can still get bad bakes. This is because of your uv layout. You need to make sure you are making very efficient use of your texel density. Can you post a screen of your lightmap with the UV’s overlaid on top? It’s possible your UV layout for the lightmap might not be the most efficient.

Some tips I would suggest:

  • don’t try to force too many objects onto one texture sheet; the more there is, the less pixel res will be dedicated to everything, resulting in low res looking light maps

  • make use of all 0-1 UV space, don’t leave areas unused- use every texel possible!

  • don’t be afraid to use 2k maps; most hardware nowadays can handle it (you won’t know for sure until you do R&D for your target platform though)

  • don’t hesitate to do post work on your lightmaps with an image editor, like Photoshop. There’s nothing wrong with going into PS and fixing/touching up your lightmaps; for example using blur filters a tad to remove artifacts, using healing brush or clone brush to touch up errors or problem areas of the lightmap, etc.

Ok thanks i will try your tips…

one more thing - is there a way where we can render only particular face of object? for eg. I want to render the interior visible surface of this wall not the other as my cam would not go out, i mean this way I can get more pixel dedicated to surface.

sure, there are a few ways you can do that, it’s the easy part

  • delete the poly you don’t need

  • if you need the polys (light occluders, etc.) detach all the polys of your scene that are not visible and make them into a new object; don’t light map this new object- now you can make more use of the texel density of your important “hero” models

  • if you don’t want to detach any polys, you can go into the UV editor (3dsMax) and collapse the UVs of the non important parts; freeing up space for our important UVs, like the interior walls, etc. that are visible to the camera

These are just a few idea that I would use if it were me working on this project. Good luck and I hope you get it squared away.

Thanks a lot… I will try all these…

Hi ,

I am aslo having same problem. Did you find the solution.?
can you help me.?

Have you tried xNormal? It’s VERY popular amongst many of the developers I’ve talked to.
It has a fairly simple workflow. You just give it a lopoly .obj file and a hipoly .obj file…
Press a few buttons and voila… It’ll do the rest.

You don’t have to tweak the projection cage… It also has the option to bake to various other maps (such as ambient occlusion map, and a variety of others).