I need to bake textures that include global illumination without nasty artifacts.
Ideal .jpg size would be 1024x1024 for each texture output.
I’ve been studying lighting and can achieve good renders when activating global illumination and ambient occlusion in the physical render settings. The renders themselves looks great. However, when I go to bake object, the resulting texture includes a lot of artifacts that make the texture unusable for my .glb export.
I’ve read that adjusting the sample quality parameter is the best way to resolve this issue and get best quality global illumination results. However, my adjustments simply do not translate from the renderer to the baked texture output. No matter how high I raise the value of samples for GI, the resulting texture has very apparent artifacts. I’ve also tried exporting these textures out to 8k with no avail.
I’ve been testing GI bakes for the last 2 days with different values in sample quality, but the time consumption has gotten the best of me; thus, I ask for assistance here.
Is there something I’m missing when trying to bake out global illumination? Does global illumination simply not translate into a baked texture? What would be the best alternative route to achieving nice, realistic looking lighting without having to deal with GI? Or is there another setting in the GI panel I should be adjusting to have the bakes result in cleaner pixels?
Thank you for any help you can provide.
Here is a link to a .zip with the cinema 4d file, along with the texture’s the bake function outputs. Also included are some reference images. https://drive.google.com/file/d/1EcDSLqcK8vGzuav-O2IhjlVmZnzm19UW/view?usp=sharing