![]() ![]() To use this attribute, Color Mode must be set to Custom Shader, then you can map the Custom Shader field to the shading network. Use the new Custom Shader attribute to connect a custom shading network to your bake set. This final gather map can then be interpolated during rendering providing quick results at a reasonable quality. If Final Gather is used, and the final gather quality is greater than 0, the occlusion is pre-baked into a final gather map. Although this takes time, the result is very sharp light maps. Rays longer than this value are not considered for occlusion.įor texture bake sets, if Final Gather is not used, occlusion is computed for all sample points. Occlusion Falloffĭetermines the maximum length of an occlusion ray. Increasing the number of occlusion rays improves quality, but reduces performance speed. Occlusion Raysĭetermines the number of occlusion rays to trace per sample point. Custom Shaderīakes the specified custom shading network into the bake set. Only Global Illuminationīakes only global illumination information Occlusionīakes occlusion information. Only Lightīakes only lighting information.
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