Baking light and shadow to PBR materials
In order to achieve cinematic-quality visuals within the performance limitations of real-time VR, I developed a dedicated Baking Pipeline that transfers the high-quality lighting and shadows from the Blender Cycles engine into Unity.
Texture Baking in Blender
The
baking process ensures that the detailed and realistic Global Illumination
(global light scattering) calculated by the Blender Cycles engine is directly
captured on the model's texture.
1. Blender settings and preparation: Set the color space to standard and
create a new Lightmap UV for each model to prevent overlapping in the rendering
results.
2. Base Color & Emission Map
Baking: Bake
the Combined Pass, which contains the diffuse color and lighting information,
into the Base Color texture. This enables complex shadows and multiple diffuse
reflections in the Cycles engine.
3. Roughness Maps & Normal Maps
Baking: The
standard PBR material baking process.
4. Export: Export the baked models and
materials as FBX files.
Material Reconstruction in
Unity
Because Unity's standard shader
uses the Metallic-Smoothness workflow (as opposed to Blender's
Metallic-Roughness), the texture channels need to be reconnected.
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