Baking lightmaps in V-Ray bridges offline-quality lighting with real-time performance, ideal for VR, AR, and interactive apps.
Why bake:
- Massive performance gains in engines by precomputing diffuse GI and soft shadows.
- Consistent, filmic lighting look without expensive runtime calculations.
- Deterministic results that travel cleanly across platforms.
Prepare your assets
- Separate static from dynamic objects. Bake only static geometry; keep moving/animated items unbaked.
- Create a dedicated lightmap UV set (typically UV2): non-overlapping, uniform texel density, and margins intact. Avoid UDIMs for lightmaps—most real-time engines require a single UV tile.
- Set texel density targets:
- Mobile/low-spec: 64–128 px/m
- General real-time: 256–512 px/m
- Hero/close-up props: 1024+ px/m (selectively)
- Ensure thin surfaces are two-sided where needed to avoid GI leaks, or thicken geometry slightly.
Lighting and materials
- Light with physically plausible sources (Dome + HDRI, Sun/Sky, IES). Keep intensities in real-world units.
- Minimize fully glossy or refractive contributions in the bake if your engine will handle those in real time (bake predominantly diffuse/GI).
- Reduce emissive objects with extreme intensity—emissive noise is costly to clean in lightmaps.
Render settings for reliable bakes
- GI: Brute Force (primary) + Light Cache (secondary) for robust indirect lighting.
- Noise threshold: 0.005–0.01 for stable, denoise-friendly results.
- Denoiser: Use Intel Open Image Denoise (CPU) or NVIDIA (GPU) after reaching a reasonable noise level to avoid blurring detail.
- Color pipeline: Bake in linear space. Disable VFB color corrections/tone mapping and LUTs—bakes should be un-tonemapped lighting.
- Output: 16-bit half EXR preferred during authoring; convert to the engine’s required format on export if needed.
- Padding/gutter: 8–32 px or 1–2% of texture size to prevent seams under mipmapping.
What to bake
- One-map workflow: VRayComplete-style bake for simplicity (albedo × lighting baked together), suitable for fixed looks.
- Layered workflow: Bake Lighting or Indirect only, plus optional AO and Emission. Multiply in-engine over base color to allow dynamic direct lights and more flexible art direction.
Engine import tips
- Mark lightmaps as linear/non-color in the engine (disable sRGB on import for Unity; ensure correct compression where supported).
- Verify that materials use the intended blend (Multiply for indirect or combined lighting maps).
- Check seams at grazing angles; if visible, increase padding or even out texel density.
Troubleshooting and iteration
- Leaking/light bleeding: Fix open edges, add light blockers, or reduce GI bounces for problem assets.
- Noise: Increase GI quality modestly and rely on denoising; don’t overshoot subdivs.
- Hot pixels/fireflies: Lower overly intense emissives; clamp direct light contributions if needed; ensure proper importance sampling on textured lights.
Automate bakes with your host’s Render/Bake to Texture and consistent naming. Document texel targets and UV conventions so teams can reproduce results. For licensing, upgrades, and expert guidance on V-Ray across DCCs, consider NOVEDGE. You can also explore Chaos products and workflow solutions via NOVEDGE to keep your real-time pipeline efficient and predictable.






