wiki:tutorial:bake
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wiki:tutorial:bake [2023/06/15 14:03] – staff | wiki:tutorial:bake [2024/09/02 13:15] (current) – [Hardware settings] staff | ||
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Actif3D uses path tracing algorithm for rendering (calculating) the lightmap. | Actif3D uses path tracing algorithm for rendering (calculating) the lightmap. | ||
- | In editor | + | In editor |
{{: | {{: | ||
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=== Ambient light === | === Ambient light === | ||
- | Enables fake ambient light that decreases realism but simplifies scene configuration, | + | Enables fake ambient light that decreases realism but simplifies scene configuration, |
- | Strength | + | {{: |
- | Examples: | + | If enabled, the following settings can be configured: |
- | - 0.05 - gives slight illumination to unlit areas without a significant decrease in lighting realism | + | |
- | - 0.2 - gives sufficient illumination to dark areas at the cost of a significant decrease in lighting realism | + | (nbsp)(nbsp)**Strength** |
+ | |||
+ | // | ||
+ | * 0.05 - gives slight illumination to unlit areas without a significant decrease in lighting realism | ||
+ | | ||
=== Ambient occlusion === | === Ambient occlusion === | ||
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Enables fake indirect shadowing between objects by calculating how much each point in scene is occluded. The result is diffuse, non-directional shading effect that darkens areas of occluded geometry. If enabled, the following settings can be configured: | Enables fake indirect shadowing between objects by calculating how much each point in scene is occluded. The result is diffuse, non-directional shading effect that darkens areas of occluded geometry. If enabled, the following settings can be configured: | ||
- | Distance - Controls how far rays are cast to determine if a point is occluded. | + | (nbsp)(nbsp)**Distance** - Controls how far rays are cast to determine if a point is occluded. |
- | Example: | + | //Example:// |
- | - 1 - appropriate for most architectural scenes | + | |
- | Intensity - The strength of the ambient occlusion. The higher the strength, the more shadowing between objects is visible. | + | |
- | Examples: | + | (nbsp)(nbsp)**Intensity** - The strength of the ambient occlusion. The higher the strength, the more shadowing between objects is visible. |
- | - 0.1 - gives slight shadowing between objects | + | |
- | - 0.5 - gives sufficient shadowing between objects | + | //Examples:// |
+ | | ||
+ | | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== Hardware settings ==== | ||
+ | |||
+ | {{: | ||
+ | |||
+ | This section allows you select the device used for the baking process: CPU or GPU or [[: | ||
---- | ---- | ||
==== Post-processing settings ==== | ==== Post-processing settings ==== | ||
+ | |||
+ | {{: | ||
The post-processing settings affect how lightmaps are post-processed. After changing any of these settings, you can use the Post-process button to apply the changes to previously baked lightmaps without baking them again. | The post-processing settings affect how lightmaps are post-processed. After changing any of these settings, you can use the Post-process button to apply the changes to previously baked lightmaps without baking them again. | ||
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=== Enable filters === | === Enable filters === | ||
- | Enables post-processing filters that reduce noise and fix artifacts | + | Enables post-processing filters that reduce noise and fix unwanted pixels |
- | * AI denoiser: Enable AI denoiser, this may allow reducing denoising time | + | |
- | * Flood dark limit | + | * **Black pixel fixing |
- | The threshold for the post-processing filter that masks black pixels leaking from occluded faces in the scene (for example, from underneath a picture hanging on a wall). Such black pixels are the result of limited lightmap resolution. The Flood dark limit should | + | |
- | Examples: | + | //Examples:// |
+ | |||
+ | * 1 - sufficient for most scenes with low or medium brightness | ||
+ | * 4 - sufficient for most scenes with high brightness | ||
- | 0.02 - sufficient for most scenes with low or medium brightness | ||
- | 0.08 - sufficient for most scenes with high brightness | ||
- | |||
---- | ---- | ||
- | Device settings | + | ==== Baking actions ==== |
- | + | ||
- | Type | + | |
- | Allows selection of the device used for the baking process: CPU or CUDA-enabled graphics card. High-end CUDA devices bake faster than CPUs. | + | |
- | + | The Bake tab has following actions: | |
+ | |||
+ | **Bake** button | ||
- | Executing jobs | ||
- | |||
- | Bake button | ||
Bakes the lightmap and applies post-processing filters. | Bakes the lightmap and applies post-processing filters. | ||
- | + | **Preview** button | |
- | + | ||
- | Preview button | + | |
Generates a static render from the current camera position that shows how the scene is illuminated. | Generates a static render from the current camera position that shows how the scene is illuminated. | ||
- | + | **Post-process** button | |
- | Post-process button | ||
Reapplies post-processing filters without baking again. Allows the scene to be seen with all filters disabled, or is useful when tweaking the Flood dark limit setting. | Reapplies post-processing filters without baking again. Allows the scene to be seen with all filters disabled, or is useful when tweaking the Flood dark limit setting. | ||
- | + | **Executing jobs / Finished jobs** | |
+ | |||
+ | {{: | ||
- | Job list | ||
The job list shows baking and post-processing jobs which are queued, in progress, or already finished. | The job list shows baking and post-processing jobs which are queued, in progress, or already finished. | ||
If no job has been run since the application was started, the list is not shown. | If no job has been run since the application was started, the list is not shown. | ||
+ | |||
+ | You can stop a running job by click to the " | ||
wiki/tutorial/bake.1686837795.txt.gz · Last modified: 2023/06/15 14:03 by staff