V-Ray Tip: Bake Static GI into Lightmaps for Real-Time Engines

October 30, 2025 2 min read

V-Ray Tip: Bake Static GI into Lightmaps for Real-Time Engines

Bake static global illumination (GI) into textures to deliver real-time performance in engines while preserving high-fidelity lighting. Perfect for architectural walkthroughs, VR, and mobile experiences. If you need the latest V-Ray licenses and upgrades, check NOVEDGE.

  • When to bake
    • Environments and assets with non-moving lighting and static geometry.
    • Large scenes where runtime GI is costly or impractical.
    • Targets with strict performance budgets: VR, AR, and mobile.
  • Preparation checklist
    • Create a dedicated lightmap UV set (3ds Max: UV channel 2; Maya: separate UV set) with non-overlapping islands.
    • Maintain consistent texel density; scale lightmap resolution by object size/importance.
    • Add generous padding (8–16 px or more) to prevent mip/seam leaks in engines.
    • Lock down transforms and freeze instances that will be baked.
    • Use physically based lights/materials; keep exposure consistent with a V-Ray Physical Camera.
  • Lighting strategy
    • Finalize your static lighting: VRaySun/Sky, HDRI Dome, IES, and area lights.
    • Disable or exclude dynamic/movable objects from baking.
    • Balance quality and speed: Brute Force + Light Cache is robust for baking.
  • Bake setup (DCC specifics)
    • 3ds Max
      • Use V-Ray “Bake to Texture” (V-Ray 5+) or Render To Texture with V-Ray bake elements.
      • Common outputs: VRayLighting, VRayGlobalIllumination, VRayShadows, or VRayCompleteMap (for a combined result).
      • Assign the lightmap UV channel in the bake output and set Edge Padding.
    • Maya
      • Use V-Ray bake sets; target your lightmap UV set.
      • Export VRayLighting/GI/Complete passes as needed for your game engine’s workflow.
  • Quality and consistency tips
    • Work in a linear color pipeline; bake to linear EXR for headroom and convert on export if required.
    • Use sufficient subdivisions and GI samples to avoid blotches. Apply V-Ray Denoiser to lighting/GI passes when appropriate.
    • Avoid overly strong clamp values; they can induce dull lightmaps and amplify seams.
    • Check material roughness and albedo ranges for physically plausible results.
  • Export to engine
    • Choose formats your engine handles well: EXR/TIF for masters, then compress to engine-native formats.
    • Name and route lightmaps per asset; verify the correct UV channel is used in engine.
    • If multiplying lighting over base color in-engine, bake Lighting/Shadows only; keep albedo separate.
  • Validation
    • Compare baked vs. live render using the V-Ray Frame Buffer History.
    • Scrub with IPR and Light Mix before baking to minimize re-bakes.
    • Test different mip levels in-engine to confirm padding and seam robustness.

Pro tip: For massive environments, segment lightmaps by zones to reduce memory pressure and speed up re-bakes. For licenses, upgrades, and expert advice on V-Ray across 3ds Max, Maya, SketchUp, and Rhino, visit NOVEDGE. If you need help choosing editions or bundles, the NOVEDGE team can guide you.



You can find all the V-Ray products on the NOVEDGE web site at this page.







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