Hey Guys,
I am trying to bake out a diffuse map from a high poly to a low poly object. The high poly is using a MIA material-x for all of its diffuse and spec info. When I try to bake it out, the color maps come in completely black.
Any thoughts on how to fix this?
Replies
To be honest I never figured out how to set the option to use Software/Mental Ray renderer using transfer maps. Sorry.
I was able to bake out a lit and textured mia material, a normal map and an AO map, all are in 16 bit, if thats what youre after.
I couldnt render "diffuse color" or "lit and shaded color", I guess that works only with Maya Shaders. For lit and shaded i used sucessfully the custom map option, where i pointed to my mia material.
For custom and AO I chose tif with 16 Bits and the Mental Ray common options.
For the normal map, i chose EXR as the file format, to get 16 bit maps (and maya uses MR because the maya renderer cant render to EXR). Unfortunately "include Materials" doesnt work, use a maya material for baking bumpmaps additionally to your highpoly
It worked without turning on "Maya Derivates" deep in the legacy options, as the help document suggests..
For an unshaded diffuse pass, why not use a Maya shader, there should be not difference...
EDIT: I use Maya 2016..
Thanks!
I do get an error when i try to select the MIA material x option
Im also on maya 2016