I am trying to bake some grass/weeds to a lowpoly mesh; each grass/weed is a plane with grass/weed textures that have transparency. when i bake the color map using "transfer maps" the transparency in the textures of the grass/weeds is not respected.
How can i bake a texture with transparency taken into account?
Replies
If Maya cant do this, what other software can?
Hope it helps!
Select the Alpha map option but rename output file to the same name as the Diffuse map. Doing so puts the alpha into its own channel in the diffuse.
However, unlike kratos, i cannot use his solution because i am not rendering a flat texture, but baking a highpoly mesh to lowpoly mesh.
I need to be able to bake overlapping objects with part transparent textures applied.
I Thought this would be a really standard thing. Anyone who is experienced with foliage creation could answer this? Any software with any suitable method will do splendidly.
Foliage for games is best created by making geometry of the leaves, grass blades, etc. and baking that into textures with alpha. Photos can be used, but they're often more trouble than they're worth IMHO, and plus it's hard to make good normal maps from foliage photos.
Sometimes you cant have Real geometry for 100000 objects, it is just too high a poly-count.
Baking alpha will respect any texture based alpha transparency on sheets.
transfer maps' "Alpha" option does not respect the transparency on my high poly mesh's textured planes.
where the planes overlap, The resulting baked alpha map has the same parts missing as all the other baked texture maps do.
bake Alpha map option works the opposite way round, it respects the alpha transparency for the resulting baked texture, but not for the thing being baked; i.e It will create an alpha map for the gaps between a high poly wooden fence baked to a texture plane.
In all honesty for generating grass cards you might as well make the grass blades high poly and avoid the headaches with the alpha planes.
In fact it's the best way, since you can extract nice normal maps, ambient occlusion, etc. Those aren't really needed much for grass, but do help when baking for tree foliage.
But please don't bother suggesting work-arounds as there are none for this situation.
But hey, keep searching, and keep testing things. The best way to learn is to keep testing and learning the various tools in software.
Forums and video tutorials only get you so far. The best stuff is found on your own, in my experience.
Should be doable geometry wise, when looking at Erics images.
I am not baking my plants to a plane. i already did before creating this thread; i have 100000 of these planes attached to some intersecting semi spheres, this is for the creation of a very High-poly lumpy looking moss ground.
These planes have a transparent texture of a moss piece applied to them. I cant bake this high-poly model to some low-poly semi spheres/lumps because the texture planes on the hp model overlap each-other, thus occluding each-other in the texture bake because the ray-cast stops at the poly planes regardless of whether they have a transparent texture applied to them.
it seems that perhaps there is no software capable of what I'm asking.
There are better ways to go about telling people their suggestions are not working for you.
Frankly, if I had enough experience on this subject matter I wouldn't even bother to help with an attitude like this.
I see The irrelevant info/suggestions (including this post) are entirely my fault for not giving a specific example/situation in the first place.
I Think that's more due to stupidity and bad communication/forum skills than bad attitude though.
But hey, always just tell someone it doesn't without checking yourself first emiright?
The plane represents the lp mesh, and the transparent wavy green plant things represent the hp mesh.
Example files (482kb): http://uppit.com/6a12i0ysrpqc/example.rar
Edit: just though of another example where transparent texture cards are required - birds feathers/wings; using real geometry to make fine feathers would be so much harder than texture planes.
For a step-by-step, check out the first link on this page, the one by Tom Parker.
http://wiki.polycount.com/wiki/HairTechnique
Eric, thanks for the that link, will come in handy for future projects, but not this one.
There must be a reason for this difficulty in baking transparent things; I think its because its technically very difficult for software to do.
My question has essentially been answered, There is currently no way to bake transparent overlapping texture planes, only work-arounds and alternated methods to that don't involve baking this way.
Thanks for all the replies people, i learned something new and will no doubt find a solution to my moss clump models eventually (a solution that doesn't involve baking transparent textured polys).
http://polycount.com/discussion/177067/baking-alpha-mapped-texture-on-a-plane#latest