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By Aji Enrico
#343944
I got the results I was looking for. I wanted to Camera map the object textures but also occlude the mapping through the object parts, where the camera can not see (handle and backside of the teapot and also the top, lid).
Render to Texure final result.jpg
As seen in the image above, the dark parts are welcomed and predicted in this setup, setup is described from the image below.
top.jpg
Now I only need to create the script that automatically created the setup with variable numbers of cameras and lights with desired materials.
In the end, each object would need 1 to 5 Maxwell camera shots, I guess, in order to make good results.

Here is the baked teapot, using unwrap and pack UV's (saving the image made it darker btw :) ).
Baked.jpg
Is this the result you are after naxos?
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By naxos
#343949
This "method" has some limitations as you may have noticed...

So for each object, you have to render separatelly if any other one may occlude it from camera...

That is why it is quite good for empty rooms... not for objects...
By Aji Enrico
#343954
naxos wrote:This "method" has some limitations as you may have noticed...

So for each object, you have to render separatelly if any other one may occlude it from camera...

That is why it is quite good for empty rooms... not for objects...
A complex room with 20 objects might need around 100 shots to make a real time solution, yes that is a lot.
But considering that, this solution is equivalent to a regular static animation rendering in Maxwell for 4 seconds, it might not be that bad at all.

Now if I could only make a sensible workflow out of this. :)
User avatar
By naxos
#343957
you still can group some renders into less using the renderToTexture after maxwell rendering, with scanline engine...

BTW, i'm now sure maxwell, even in a degraded mode like real time, is far better than Vray and others...

http://chromelight-studio.fr/Unity3d/We ... layer.html
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