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Dear AutoDesk Community,
I have just watched a interesting video on your channel entitled: "Bake to Texture: Baking Light Maps" and it showed the process to go from Arnold based scene setup and bake to legacy standard (shell) texture. Interesting. I thought the idea of Arnold and its fast GPU renderer would be to eliminate the baking process and use real time raytracing instead but if it speeds up the rendering process still then let's use it! I have a few important questions because mine behaves slightly differently than what i saw.
1. Does it matter whether you use the CPU or GPU arnold renderer during the baking process? I assume that the generated baked texture should be as noise free as possible so the CPU generally give a less noisy result. Also, the baking process has to be done only once so the longer render times might be ok with CPU.
2. Once the baking is done, does it matter whether I use CPU or GPU for the actual production rendering? I see dramatic improvement already (for CPU going from 10 minutes down to 1 and GPU going from 3 minutes down to 45 seconds!) but want to be sure that I do not violate the properties of the baked material. Would Arnold standard surface materials bake too or only physical materials?
3. what could be the reason why my viewport shows black materials after the baking is done? Also, using channel 2 did not properly assign the baked materials even though I used channel 2 for all objects, so I had to go back using channel 1 which then resulted in proper material assignment.
4. What exactly am I allowed to do with my scene if I baked to texture all of it afterwards? Can I move and animate objects? Or should I only bake objects that are non-dynamic and do not move at all? Can I introduce new light sources to the scene (even if it comes with some loss of performance), or I will get completely incorrect shadows and reflections with that? Would using the OptiX Denoiser be a problem?
5. I assume in 3ds max 2021 currently the ideal workflow would be something like this: build the scene with all of its light sources, bake to texture everything, rig and animate the scene, render production (preferably using arnold GPU renderer with good settings and denoising). Am I incorrect in assuming this?
6. Finally, and this is just cherry on top, I am trying to export my scenes to 3ds max Interactive but not getting the materials to work correctly. This started with me attempting all kinds (physical, arnold, legacy standard etc.) and all I get is just the color diffuse map. No glow, no reflection. And now after this baking process my models transfer to 3ds max interactive but NO materials. Are the shell materials do not transfer? They just show up with question marks. I apologize but I am new to 3ds max interactive so I am certain I have a long learning curve ahead but thought just want to see if I am doing wrong during the export process. (Quick note: Level send all does not work, it gives a script error message...). If this part belongs to a different forum please ignore.
Instead of wasting your time, I am uploading my learning file right away. Take a look. Thank you - Blaze
(P.S. Copyright disclosure: My scene features ED209 from the movie RoboCop. All rights belong to MGM Inc. I only use it for educational purposes)
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