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Verge3D mat / baked lighting

Home Forums General Questions Verge3D mat / baked lighting

Viewing 8 posts - 1 through 8 (of 8 total)
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  • #24772
    gurifrisqui
    Participant

    Hello , I am a 3dmax/vray user and despite the awesome possibilities of Verge3D, I’m finding very difficult to get the desired results in material creation (neccesary to get realism).
    It’s a bit frustrating struggling with std surface mat, standard mat, physycal mat, with lots of nodes and setting that doesn’t export to glTF standard.

    Maybe it would be a good idea to implement a Verge3dmat or something similar, with just the options and maps supported by the glTF format, in a cleaner way.

    By the way, where it would be the correct place to use the baked lightmap? If I use as the mask in a blend material that mixes a black material for shadows and the PBRmat that includes, diffuse, normal, etc, the result loses qualiti, because uses the lightmap just as a greyscale but lightmap has color and hue variations important for a realistic lighting.
    Thank you very much

    #24780

    By the way, where it would be the correct place to use the baked lightmap?

    You can connect it to Emittion input of the material to imitate lighting with colors.

    Co-founder and lead graphics specialist at Soft8Soft.

    #24786
    gurifrisqui
    Participant

    Good morning, thanks for your answer, but using emission in a physical material the results obtained are like a big led screen. Screenshot attached of tests

    #24788

    Good morning, thanks for your answer, but using emission in a physical material the results obtained are like a big led screen. Screenshot attached of tests

    Or you can try to add this map to the base color map using Compozing node. Unfortunally, we haven’t any aproven pipeline for such visualisation, so you will be need to invent your own on you own taste and needs. Try to connect it in different way to get good result.

    Co-founder and lead graphics specialist at Soft8Soft.

    #42013
    Gerome Gan
    Customer

    Hi. Was looking around for the same issue and found this old post.

    I did a little experiment with emission slot and the lightmap can be mimicked to some extend. Is there a better way to do this? Emission tweaking/bloom puzzle are messy to work with.

    Here’s my example if it helps. Thought I will contribute a bit to the community since I am very active with Verge3D.

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:4f110b124a/applications/00_testAO/00_testAO.html

    Attached is a texture sample for the emmission.

    Attachments:
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    #42037

    Emission tweaking/bloom puzzle are messy to work with.

    Not sure that I can undestand what you want to achieve? You wan to get bloom for emissive material?

    Co-founder and lead graphics specialist at Soft8Soft.

    #42047
    Gerome Gan
    Customer

    Ahh nevermind. I just realize I do not have to use bloom puzzle.

    I am using the emission slot for my lightmap. It works fine. TQ

    #59439
    amirferdos
    Participant

    Hi Mikhail

    I went over the MeshStandardMaterial,
    https://www.soft8soft.com/docs/api/en/materials/MeshStandardMaterial.html

    As you are aware, there is an option to load the lightmap, and I also loaded it using javascript pazel. The blending outcome was accurate if I paid attention to the brightness and mixing with other maps, but since I am a 3D artist, working with javascript is very challenging for me. Here are some suggestions:

    In order to effectively compete in the large market for 3D architectural visualization, it is crucial to use baked, high-quality lightmaps. Would it be possible for you to create a special option for 3ds Max export materials that uses MeshStandardMaterial rather than MeshPhysicalMaterial and replaces self-illumination with lightmap?

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