Hello. I have a problem. After i try use 3ds max baking option to get a normal map, to my low poly model form high poly model, i got some baking errors. When i start render to texture, my render window shows me miss rays on my normal map (the red dots). I have tried adjust a cage on my low poly model and i got good looking normal map, besides that randomly miss pixels on my map (but they are visible only if u zoom normal map very close). I know that i can turn off miss ray check and i do that, but during the baking process, baker replaces that miss ray pixels using color from my normal map, but not adjusts this color correctly and this color is different, than the adjacent pixels. This problem is beryl visible when i put texture on it in substance painter, but when i try use color id map this bake error does not allow set color id mask properly in substance painter. Because painter skip this different color and doesn't put on it the texture, which i want.
Here is how the problem with miss pixels looks on the normal map and id map. Screen shows one area, but this problem is on my whole model. And baker in 3ds max generates this problem randomly even on the flat surface
Normal:
ID Color:
And here is how this problem looks in the substance painter. First picture shows set fill layer on whole model, without using id mask, and the second shows how problem looks when i try use id mask. Please help me solve this problem, without change the baking program
because unfortunately this is not a solution to avoid my problem
Replies
You can disable dithering in the scanline renderer settings but it's not 100% reliable.
Try that. If it doesn't work, use a dedicated baker like the one you gwt with painter.
In fact, just bake in Painter anyway it uses the right tangent basis and it's massively faster.
http://wiki.polycount.com/wiki/Texture_Baking#Solving_Pixel_Artifacts
Can you share the file? I'm not using Max any longer but I still have a valid copy of 2017.
If you have designer you can use a quantize node to bring the values back into set ranges and solve the problem but I found its actually less trouble to simply patch it up in photoshop.
It might be worth trying the bake in Arnold if they've enabled Arnold's RTT in max (not sure, I've only done it in maya).
Recently? Granted I'm a bit rusty, but the only thing I'm aware of was some tga coding bug and that seems like ages ago.
@corthus I think it would be a really good idea to share the file. You can strip it down to the relevant elements like a few faces if they still show the error.
Thank you very much. Work perfectly
Thak you very mutch
Thank you very much. Work perfectly
Thak you very mutch
For example I had a very noisy normal map, when I tried to transfer the same map from one mesh to another.