Modo: Baking Textures with Indirect Illumination

Camera Position matters a great deal when baking Indirect Illumination! Look at the example below. – This is part of the ceiling of a room where the camera was on one end when baking. Notice how the quality deteriorates towards the right:

Once I moved the camera below the room, moved it a bit away from the scene and pointed it up, the result improved greatly. (Of course I had to adjust the Indirect Illumination settings a bit to get good results with the camera further away from the scene)

And while I’m at it:

A short summary of what the Irradiance Caching Options do for future reference (info from the modo user guide):

The difference between Indirect Illumination with or without Irradiance Caching is that “Irradiance Caching relies on much higher quality samples distributed sparsely across the project whereas Indirect Illumination without Irradiance Caching uses lower quality samples at every pixel.”

  • Irradiance Rays: Number of rays fired
  • Supersampling: After all rays have been fired, this fires 25% additional rays into difficult areas
  • Irradiance Rate: Minimum distance between screen-pixels on the surface where irradiance is computed
  • Irradiance Ratio: Ratio between minimum spacing (Irradiance Rate) and maximum spacing between computed values
  • Interpolation Values: How many nearby values are required to interpolate? if not enough values are found, it forces the computation of a new value
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