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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