I understand that you have tried this and found the time required unacceptable, but before you give up on the brute-force high-sample bake solution, you may want to check some Blender settings. ![]() I was going to suggest the brute-force technique of increasing the samples in Cycles. This is free of course…so that’s a big seems that you have researched this topic thoroughly already. So going to try some much smaller map sizes…and see if I can cut my render times down. It allows you to access the “denoiser” … doesnt specify which one….and it also allows you to access “despecal” which really helps with the “fireflies” and Gaussian noise. However… I have just tried Blenders compositor…that gives me some hope. Sometimes depending on the object and scene, we can do them all at once. Especially since baking each pass separately…Lights: direct and indirect (not always needed), diffuse, glossy, transmission, ambient occlusion, and Emit. Given the number of maps I have to do this can take more time than it takes to create the project. Unfortunately, each bake takes about 2 to 3 days to render. I render out 8K to 12K maps…then dump them to 2K or smaller…but the process removes all the crap left in by Blender. This technique works…but is extremely time-consuming for rendering. ![]() ![]() So to get around this I have been increasing my sample from typically 128 to as high as 10,000 and then post-processing the files. ![]() Blender’s denoisers are completely bypassed when created baked texture maps.
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