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I found this old video, with the baked lighting filter
https://www.youtube.com/watch?v=OwNwygk4LQo
It looks like that feature is not available anymore?
Any updated video tutorials on that or documentation how to do the same with the latest version?
Thx
Hi,
The filer is still there:
It stopped working properly in the 7.3.0 version of Painter, and this has been fixed in versions 7.3.1 and 7.4.0.
To make this filter works, you have to input an environment texture in the correct input. You should be aware that this filer bakes all the lighting reactions of your material on your basecolor. Therefore the preferred method to work with this filer would be to look mainly at your base color channel.
Feel free to ask any questions,
Kind regards
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There was a regression with the bake lighting feature with the release 7.3.0 but fixed in 7.3.1 and 7.4.0, but the filter was never removed.
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What does this mean?
Is it working or not?
And if it's working, can Adobe provide a Video how to use it?
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Hi,
The filer is still there:
It stopped working properly in the 7.3.0 version of Painter, and this has been fixed in versions 7.3.1 and 7.4.0.
To make this filter works, you have to input an environment texture in the correct input. You should be aware that this filer bakes all the lighting reactions of your material on your basecolor. Therefore the preferred method to work with this filer would be to look mainly at your base color channel.
Feel free to ask any questions,
Kind regards
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How do you apply that filter on an Adjustment Layer?
For example:
You do have your final material, based on multiple layers, filters, masks, etc.
On top of it, I would like to add one of the baked lighting filter.
So that the final base color from all layers will be affected by the baked lighting filter.
Thx
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Some of the people at my studio use this node, but we have recently switched to a new shader that doesn't support baseColor channel. If I had access to the .sbs for this filter it would be easy to change it to output to another channel. Since I don't have that I've been attempting to wrap the .sbsar into a new filter, but I'm having trouble as it's not clear what inputs the node is expecting. Is it possible to get the .sbs file for this filter so I can modify it to work with our pipeline?
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Hello @matt_vitalone,
Thanks for the question.
You're right, the Baked Lighting Environment is expecting PBR inputs to work properly and unfortunately, we can't share our .SBS files.
With that being said, some sort of workaround would be to export the 2D view when it's set to material. This way, you would also have the lighting "baked" on the color map.
Best regards,
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Thanks for the reply. We are trying to streamline our system with the users not required to manually export and re-import data. It's unfortunate you can't share the .sbs file. Is it possible for you to tell me what input values the .sbs is setup to receive by default? I have the .sbsar wrapped into our own .sbs but I can't get the same output as the original .sbsar. I am guessing at what the default values are for many of the existing .sbsar inputs. Some of them are fairly obvious, but others like 'mesh_world_space_tangent', 'mesh_world_space_bitangent', etc. are not obvious what should be the inputs.
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Hi again @matt_vitalone,
After a discussion with the team, I can tell you the inputs are pretty much those written on the node, but the subtle thing is that the mesh_maps are [-1, 1].
With that being, this node is supposed to be updated in one of our next releases.
Best regards,
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Can you explain what you mean by the mesh_maps are [-1, 1]? The U coordinate is flipped? That doesn't seem to make sense as the maps would just be misaligned. The mesh maps are all either 1 component or 3 component values, so I can't think of what else to use [-1, 1] for.
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