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What modern cool texture baker could bake from UDIM textured hi-res?

gnoop
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gnoop polycounter
I mean beside Mari, Modo, Max/Maya with Arnold.  Is there a way to do it easy and simple?   In Substance , marmoset toolbag or something? 

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  • BartShoot
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    Substance Designer have support for UDIM in its baker
  • gnoop
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    gnoop polycounter
    BartShoot said:
    Substance Designer have support for UDIM in its baker
    It could bake to target model with UDIM unwrap for sure but I am asking about baking from UDIM  model , a hi -res one.
  • oglu
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    oglu polycount lvl 666
    As i mentioned in the other thread use Mudbox. 
  • gnoop
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    gnoop polycounter
    Thanks oglu,   I wasted my trial for nothing a while ago  so couldn't check it now.   It does bake using UDIM unwrapped model as hi-res one ?  Could bake UDIM displacement  on hi-res   into normal map of  a game model ?
  • Eric Chadwick
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    Max does this too, since you don't have Mud anymore. 
  • gnoop
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    gnoop polycounter
    Yeah,  I know but is so painful there.  It really support UDIMs only with Arnold texture node and baking with Arnold is still so much a puzzle.  It needs low res to be never intersecting hi res surface
  • Eric Chadwick
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    Oh weird, is the intersection thing an Arnold bug? Doesn't happen with V-Ray nor scanline. 
  • musashidan
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    musashidan high dynamic range
    Max also has the multi-tile map that supports udims that isn't an Arnold map.


  • gnoop
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    gnoop polycounter

    Max also has the multi-tile map that supports udims that isn't an Arnold map.


    I tied it couple times but it never worked with UDIMs. Does it really?   I once managed to get it working with some other naming convention  but couldn't recollect now what it was?    And I had other issues with Max RTT  as usual;  super slow , weird artifacts everywhere, etc so haven't tried to bake something in MAx for couple years already.   Is it better now in 2020?

    As of Arnold baking  from what I tried last time it could bake only complete map with a special world normals material  for example  and since the ray tracing occurs starting  only from the surface of low poly object itself   so whenever  low poly goes beneath  hi-poly   it makes a hole.    Am I missing something?  Haven't updated it for a while.

    With Arnold I don't know how to do a material that would do Height map.   It should be ray distance or something  in between hi res surface and low res surface? Do somebody have an idea?    I bet it should be possible somehow.   





  • poopipe
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    poopipe grand marshal polycounter
    I'd guess designer could do it with the transfer texture Baker.  I've not tried though 
  • gnoop
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    gnoop polycounter
    poopipe said:
    I'd guess designer could do it with the transfer texture Baker.  I've not tried though 
    Does it read "UDIM" token in texture path for "transfer texture" or something?    I tried it  a while ago and  seemed it hadn't
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