No visible errors? Anything special about alpha maps in your scene (or their count)? I noticed Unity BC6H compressor producing odd results with brighter values. I'm still far away from my PC at the moment (2 days left), but as far as I remember the maximum value is 64. But I think Lumion is not a baked solution but uses real-time lights instead, so it has no need to have lightmap UVs either. At least not without a third party plugin. Archicads built in render engine is CineRender not Cinema4D(but it is the same as the built in one in Cinema4D), Cinema4D is the modeling software that can use many different rendering engines(Vray, Octane, etc), and many users opt for them instead of the built-in one.Ĭinema4D and Archicad can manipulate much more complicated models than what would be reasonable to expect out of Unity for real-time performance, it's not 'optimized' for anything especially, but definitely not inherently real-time.Īrchicad in no format will export proper UVs for lightmaps. But it seems you're also misunderstanding some of the differences between lightmap baking(and 'video game rendering' in general) and 'traditional' rendering. Even automatically generated lightmap UVs in other programs are better than Unity. I need to automate workflow of exporting models from Archicad without fixing each and every model manually, I tried to export from Archicad as BREPs, but it also didn't work properly, I'm wondering what type of geometry export would be optimal for Bakery to work properly? There are file formats and export options in Archicad for multiple rendering softwares so I'm almost certain that there is some workaround that will give us desired effect, maybe fact that archicad has build-in rendering engine of Cinema4d for internal rendering, therefore probably models are optimized for this renderer.Ĭlick to expand.Are you trying to generate lightmap UVs in Unity with the checkbox? That can simply be the issue. Is there any good way to analyze model to rule out options to focus on fixing the real issue? dea), 3ds and errors are always different, even if I resave the same model it generates the same kind of weird artifacts, but almost always the output is different, always some shadow appears, but in a different place of the model. obj COLLADA, LumionCOLLADA (this one gives me huge differance in rendering time, comparing at least 30minutes in other formats, and 3mins in. I'm at the dead end I'm trying to export model as all different formats I can think about, but always effect has some errors. Last option (2) tells it the results should be read as float4 per pixel. Find this line in ftRenderLightmap.cs for usage example:ĮrrCodes = halffloat2vb(scenePath + "\\probes_final_L0" + (compressedOutput ? ".lz4" : ".dds"), pointer, 2) There is a shortcut to get a float buffer directly from these files (I use it for probes and vertex colors): halffloat2vb function. Create an ARGBFloat Texture2D, call ReadPixels to get RT contents into it, then GetRawTextureData to obtain the buffer.ī) If you didn't clear Bakery temp folder after the last bake, it will contain the original lightmap, unclamped, raw 16 bit maximum value is what half-floats can store the lightmap will have the same name, but. I noticed Unity BC6H compressor producing odd results with brighter values.Ī) Create an ARGBFloat render target, blit the lightmap texture into it (better if compression is set to None). Click to expand.I'm still far away from my PC at the moment (2 days left), but as far as I remember the maximum value is 64.
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