Prepare your assets for light baking in Maya before exporting
BRIO is designed to enable you to create real-time 3D and AR scenes, and share those scenes online.
Now with implementation of Ultra Render, you have the option to share 3D scenes with path tracied rendering. GPU Path Tracing is an alternative to real-time rendering that produces highly realistic lighting effects. However, it is a more expensive process requiring a machine with high graphics capabilities.
Baking is a technique will allow you to share your scenes in real time (30-60 fps) while maintaining the look of advanced lighting effects.
This will allow you to produce lighting effects that would normally not be performant in real-time - for example, using a high number of light sources.
Baking can also be used to improve the overall look of AR scenes.
Preparing model UVs
Open your models in your native 3D design program (this example uses Maya).
Baking works by mapping lighting effects onto a 3D object's surface. This requires models to have UVs.
In your native 3D design program (we are using Maya in this example), prepare UVs for each object. In the UV editor, prepare the UVs by making sure nothing is overlapping and each part is laid out in 0-1 tile space.
If your scene contains multiple objects, you can create a second channel of UVs containing all objects in the scene. This will allow you to bake all the lighting in your scene onto a single lightmap, rather than baking lighting onto each object individually. This isn't necessary, but will speed up the baking process and produce the most realistic results.
Before exporting, reselect map1.
If you want to include any shadow casting objects, as we have in this example, remove the UVs for those objects. This way the objects will not be calculated into the lightmap and will not waste pixels.