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This mode actually bakes outputs of an integrator. It will be mainly used to bake diffuse global illumi= nation but it can bake any light path expression too.
The main purpose of this menu is to validate your setup before rendering= and warn you if an incorrect setup has been detected.
2D Maps
Generates 1 image per object.
All baked objects MUST have valid uvs for baking
3D Point Cloud
As usual, you create a pattern with tokens to create named AOVs, but wit= h a twist. The default file pattern is:
<scen= e>_<user:bakingIdentifier>_<aov>.<ext>
user:bakingIdentifier
is a new attribute you can find on al=
l bake-able shapes in the RenderMan section of the Attribute Editor:
It defaults to <shapepath>
so that each object gets a=
unique file name where the "|" character is replaced by "_", which is what=
you want when you bake to 2D images.
If you want to bake to a single 3D point cloud, you should remove =
<user:bakeIdentifier>
from the file name pattern.
Select the global baking resolution. Larger resolutions take longer to r= ender.
Limitation
Point clouds are baked in world space and their density depends on the s= hape's dicing density. Select here the global dicing density for the scene.=
You can override the dicing density per shape by setting the Dicing Stra= tegy to worlddistance and entering a different Dicing Distance Length. Smal= ler values creates more points.
Select an integrator and its settings. We recommend PxrPathTracer.
Limitation
For best results, you need to increase the number of direct (light sampl= es and BXDFs samples) and indirect samples enough to get reasonably clean r= esults. Best settings are very scene-dependant and will require experimenta= tion.
Limitation
Note that it makes no sense to ba= ke view-dependant illumination, like specular, and you should alway try to = bake view-independent signals like diffuse, albedo, etc.
Limitation
As usual, you may set the max diffuse and specular depth. This will over= ride the usual scene settings during baking.
The AOV section works exactly like in the render globals.
We default to baking diffuse illumination, both direct and indirect.
Should you need to bake raw illumination, you will need to bake the albe= do as well and divide the illumination by the albedo (in a compositing pack= age or a shader) to obtain raw illumination (aka irradiance).
Limitation
Any non-deep image format can be used to bake to images. OpenEXR is reco= mmended to avoid clamped results.
Make sure to select the d_pointcloud
display driver to bake=
point clouds.
If you forget to do so, the preflight checks should warn you and cancel = the bake render.
A bake render is essentially a batch = render with one different setting. It uses the bake Hider instead of the ra= ytrace Hider.
To start a bake render simply choose = Bake Render: Illumination instead of Batch Render from the= RenderMan menu. All the usual batch render pref= erences apply to the bake rende= r.