Triangles: 1.2k
Vertices: 605
More model informationUsing VRayRawGI pass baked onto 2k tile with a 2nd lightmap uv for each piece of the model. Light is imported from the maya scene and is used for standard direct lighting shading in realtime so specular etc can be used.
However there’s no way to multiply the pass with the diffuse component to get the desired GI effect.
If only there was a multiply by diffuse in the PBR emissive material settings.
See V3 for a premultiplied (raw GI x object diffuse) 2k version of what this would look like and V4 for 256x256 tile version showing the issues when more lightmap uv space is taken.
Sep 3rd 2019
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