It's projecting detail from one side of the haircap onto the opposite one. That should be easy to avoid by copying a duplicate of the haircap into the high poly hierarchy. Seems like Marmoset could do with a distance setting for ray casting.
Yes as Thomas mentioned the rays are shooting through the gaps in between the hairs and picking up hairs on the other side. The easiest thing to do is add a haircap background mesh to the high poly bake group to prevent the rays from shooting through.
Thank you, guys. That was so simple! Normal/Height/AO now baking perfectly. But why is the alpha map baked completely white now? How did you manage to bake it?
Thank you guys! That was so simple! Now Normal/Height/AO maps are baked perfectly. But why is the alpha map baked completely white now? How did you manage to bake it?
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It's projecting detail from one side of the haircap onto the opposite one. That should be easy to avoid by copying a duplicate of the haircap into the high poly hierarchy. Seems like Marmoset could do with a distance setting for ray casting.
I had the same issue a while back: https://polycount.com/discussion/224503/baking-groom-onto-geometry-problem
Yes as Thomas mentioned the rays are shooting through the gaps in between the hairs and picking up hairs on the other side. The easiest thing to do is add a haircap background mesh to the high poly bake group to prevent the rays from shooting through.
Thank you, guys. That was so simple! Normal/Height/AO now baking perfectly. But why is the alpha map baked completely white now? How did you manage to bake it?
Thank you guys! That was so simple! Now Normal/Height/AO maps are baked perfectly. But why is the alpha map baked completely white now? How did you manage to bake it?
Just apply a white material to the groom and a black one to the underlying geometry and your color map becomes the alpha.
No luck, sadly. Applied white to HP groom mesh and black to both scalp meshes.
But still getting this result for alpha
I have a feeling that I'm missing some little thing, but I can't figure out what it is.
Bake an albedo map and that should do it.
Oh, god, I'm an idiot. How could I miss a phrase "color map" in thomasp's answer. What a shame.
Thanks, EarthQuake. Now everything works as it should