Working on an art pipeline that requires photo-realistic models for offline rendering.
We also want to convert these into real-time models, for use in VR, AR, web 3d, etc.
Seems like Render to Texture could be the best route. Make a new auto UV and bake PBR maps.
However RTT seems really unstable with V-Ray.
Simplygon has been really awesome though.
Anyone tried other methods?
Maybe Unreal's Datasmith, if we can export them out from UE to glTF ? Tried Flatiron, but it's also crashy.
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To top it off using RTT leads to garbage collection and maxscript errors.
Hopefully they take some time and redo the RTT workflow, because it fuckin blows ass.
I've been doing a lot of baking in Substance designer.
https://support.allegorithmic.com/documentation/display/SDDOC/Bakers
You can get really good bakes and if substance is part of your material workflow it just makes sense. The amount of detail you can add to a mid-poly model in substance is amazing and most of the time I don't bother sculpting those micro details anymore (scratches, dents, pores ect...). I still use max for primary high/low modeling and unwrapping. Oh and cage visualization if I get bake errors but until they actually improve RTT it's not worth outputting maps, most of them are missing anyway.
I would much rather spend project resources on Substance instead of VRay because it does a lot more.
RTT at least needs to be able to bake out, Opacity, AO and Curvature. Oh and not barf up a million errors when using it.
We're able to bake all the V-Ray render elements. Now just need to figure out how to combine them to make glTF compliant maps. Easy, right?