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Baker: Position Map Combining: How to get consistent Bounds?

polycounter lvl 18
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oXYnary polycounter lvl 18
I have a large object with many parts that Im baking out in sections.  The position bounds for each is different, so when I combine the position maps, it gives very funky results in Substance.  Is there a way to somehow trick the baker to use the same min/max spherical bounds?  Maybe an inverted sphere that encompasses the entire area of the full object thats only in a high sub folder in the baker?

Replies

  • EarthQuake
    The bounding box/sphere is calculated based on the meshes in the baker object. There isn't a way to manually set this up.

    To get consistent positions, what you would want to do is load all of the objects into a single baker object, and use the texture sets feature (assuming you have more than one UV layout / texture set) to bake all of the maps in one go. To do this, apply a material per texture set to the relevant low poly areas and enable texture sets.
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