Thank you, Clément. I understand your point. Congratulations for the outstanding achievements so far.
<https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail> Livre de vírus. www.avast.com <https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail>. <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2> *Adriano A. Oliveira* Coordenador do Colegiado do Curso de Cinema e Audiovisual Universidade Federal do Recôncavo da Bahia (UFRB) Centro de Artes Humanidades e Letras (CAHL) Matrícula: 1673892 (71) 99181-0123 [VIVO] 2018-02-14 11:09 GMT-03:00 Clément FOUCAULT <[email protected]>: > HI Adriano, > > Lightmap support in eevee is not trivial. If you just want to bake the > irradiance (diffuse) in cycles and use it in eevee you can add an emission > node with the lightmap multiplied by the diffuse color, and set the > diffuse color in other bsdf nodes to black. > > And creating really good lightmaps system is not easy. We would need to > encode the lighting directionallity and I don't even know if cycles can do > that. Also managing instances UV offsets/scalling/packing is another > problem. > > It's not in our short term goals for sure. > > Regards. > > 2018-02-14 14:21 GMT+01:00 Adriano Oliveira <[email protected]>: > > > Hi, > > > > Cycles bake was a great thing implemented by Dalai. With the workflows > > pointing out to PBR, I hope we have some time for adjustments/additions. > > > > This is my contributions (not asking for/demanding anything): > > > > 1. The Cycles bake workflow is not intuitive. The need for a image > texture > > node alone selected in the shader is not ideal. Good addons like TexTools > > solve this, but I think it should be addressed in 2.8 with new depsgraph. > > > > 2. We should be able to bake some missing real PBR maps: Roughness, > > Metallic... (Ok, we can already do it manually in most scenarios). > > > > 3. We need to Bake Cycles Lightmaps (32bits). This is a real deal for > > Eevee. Baked Shadows are not enough. Plus, objects with lightmaps should > > not be affected by Eevee Irradiance Volume and static lights. > > > > Hope we can get there somewhere in time. ;) > > > > > > *Adriano* > > > > <https://www.avast.com/sig-email?utm_medium=email&utm_ > > source=link&utm_campaign=sig-email&utm_content=webmail> > > Livre > > de vírus. www.avast.com > > <https://www.avast.com/sig-email?utm_medium=email&utm_ > > source=link&utm_campaign=sig-email&utm_content=webmail>. > > <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2> > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > https://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
