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Bake irradiance


Ingvard

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Hi guys!

I'm trying to bake my colorbleeding from the irradiance function to point cloud but there're a lot of rubbish points in my point cloud. That points are black and not appropriate for the dicing. If you look at the pictures I've uploaded bellow you can see the difference between the point cloud baked from the occlusion function which is appropriate to the micropoly dicing and the point cloud baked from the irradiance function with rubbish points.

Is there any way to bake irradiance exactly in the dicing points into the point cloud without rubbish points?

Thanks for any help!

Igor

irradiance_bake.hipnc

post-4815-134606774011_thumb.jpeg

Edited by Ingvard
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Hi guys!

I'm trying to bake my colorbleeding from the irradiance function to point cloud but there're a lot of rubbish points in my point cloud. That points are black and not appropriate for the dicing. If you look at the pictures I've uploaded bellow you can see the difference between the point cloud baked from the occlusion function which is appropriate to the micropoly dicing and the point cloud baked from the irradiance function with rubbish points.

Is there any way to bake irradiance exactly in the dicing points into the point cloud without rubbish points?

Thanks for any help!

Igor

first pc looks very normal. point represents position where shader calculates. occlusion does not call shader calculation for secondary rays it only see "ray bounce to something or not" (it may to calculate opacity for secondary rays if filter option for occlusion is set to "opacity", but its not standart option for occlusion ).

Irradiance call shader on secondary rays => shader call more times then occlusion => more point out to pc-file.

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first pc looks very normal. point represents position where shader calculates. occlusion does not call shader calculation for secondary rays it only see "ray bounce to something or not" (it may to calculate opacity for secondary rays if filter option for occlusion is set to "opacity", but its not standart option for occlusion ).

Irradiance call shader on secondary rays => shader call more times then occlusion => more point out to pc-file.

Thanks for your reply! :)

You are right, I've cheked the raylevel and it showed me getraylevel()=0 as well as getraylevel()=1. It seems odd for me because in mantra rop node the option "Diffuse Limit" (vm_diffuselimit) is 0 I thought it limits "diffuse" style rays.

Anyway than I've made the condition allowing to bake with raylevel <1 I've got needed pointcloud.

Thanks again for your help!

Edited by Ingvard
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