specular values bake dim #77864
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Reference: blender/blender#77864
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74
Blender Version
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-12 17:01, hash:
fd8d245e6a
Worked: (newest version of Blender that worked as expected)
Short description of error
when lighting a scene and baking, sun lights with specular values greater than 1.0 look great in the scene in eevee, but when the combined lighting gets baked, they are clamped back to 1.0 creating an innaccurate bake. I suppose it makes sense since those values don't exist in cycles.
hoever, I'm noticing that the specular value and clearcoat values do not seem to be baking properly when baking combined lighting. the resulting bake is coming out dim.
Exact steps for others to reproduce the error
bake lighting with specular values greater than 1.0
top is the source lighting with a standard shader.
botton is the lighting baked to a texture with an unlit shader.
(note the lack of blue specular highlighting in the baked lighting)
bake_specular_bug.blend.zip
Added subscriber: @spiraloid-3
overcranked specular values not baking in cyclesto overcranked specular values get clamped when baking with cyclesAdded subscriber: @Alaska
From my understanding this is because the "specular" parameter is only available in EEVEE and as a result when you bake it in Cycles, it's ignored.
yeah I noticed that. I switched over to cycles and I'm still seeing dull specular. I wonder what it is...
even if I turn specular and clearcoat to 0 on the default Principled BSDF shader, it's still a little brighter than the bake.
overcranked specular values get clamped when baking with cyclesto specular values bake dimAdded subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Archived'
Specular
,Clearcoat
,Metallic
reflections [which are in use here] are view dependent (unless you have a roughness of 1) and thus are not suited for baking, really.Depending on the view angle and your camera positions, these reflections are "moving" across the surface.
Baking works by placing the camera over the pixel along the normal, so you will never get results like seen from a specific camera or view.
Dont see a bug here, think we have to close (but feel free to comment again if issues persits or if this was a misunderstanding).