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baking shadow maps for hair cards with alpha transparency

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beartraps polycounter lvl 8
I'm referencing the technique from Yibing Jiang's Siggraph course from Uncharted 4. Slides can be downloaded here: http://advances.realtimerendering.com/s2016/

On slide 45 you can see the technique: Basically bake an AO map from UVset 1 with alpha transparency onto UVset2 with cards fully laid out to get a shadow map.

Maya will not take into account the transparency, neither will Xnormal or any other bakers I know of other than 3DSMax. Had anyone had success doing this with Maya or any other bakers?


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