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Showing results for tags 'Light Baking'.
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Hi, I know this topic has been broached many times before, and I did read all the posts, but I haven’t found a solution to the following problem yet: I want to bake light into the UV’s of a mesh. For that I’m using a point light and the UV render object option in the Mantra node. Basically, rendering it that way works, however, I have trouble with my camera. As soon as the camera’s perspective is only slightly altered, I get a different result, which (to me at least) makes no sense, because both the objects and the light stay the same, so the areas that receive light should also remain the same. Even those objects the camera can’t see have light baked onto them, but if I turn the camera towards them, the result is suddenly drastically different. The attached pictures show the difference: In pic 1, the camera is pointing towards the objects; in pic 2 it’s pointing away. I’ve also attached a test scene. Is there a way to render the entire 360° of the light, so the result always remains the same, the position of the camera notwithstanding? Unfortunately, Enable Hiding in the Mantra node didn’t solve this problem. I’ve also tried with the toNDC function and a rest position, but I didn’t get that to work either. I’d be very grateful if someone could help Cheers, Pascal projectionProblem.hip