I have about 30 floating lowpoly parts with hp geo that I want to bake to one map. Since max 9 or 2008 or something you can edit the uv map of multiple objects in one go which is really sweet as you can keep your objects seperate and not chunk together.
However the render to texture dialog seems to insist on baking them all to a seperate file which has me compositing 30 parts in PS and that's not very nice.
It seems like this would be easy but I have not found out yet, any clues?
Replies
[php]try(
disableSceneRedraw()
for i in 1 to selection.count do
Try(ConvertTo Selection Editable_Poly)Catch()
baseObj = selection[1]
items = #()
for s in selection do append items s
for i in items do (
if (i != baseObj) then (
if (classof i == Editable_mesh) or (classof i == Editable_Poly) then
baseObj.EditablePoly.attach i baseObj
)
)
enableSceneRedraw()
completeRedraw()
)catch(enableSceneRedraw();
completeRedraw();)
[/php]
which will merge the selected objects into 1 poly. Once merged you can RTT without suffer.
Personally I have scripts such as this merge to 1 poly on a toolset so its kind of natural for me merging stuff on a copy basis to export, RTT, unwrap (in max 9),...
I save, merge into one object and bake. Then delete it, and merge in the individual pieces from the save I just created.
I wish it would work like everyone expects it to, probably just a check box: "one file or many". But we're dealing with the kings of half ass features and the keepers of artists broken dreams.
Also depending on how dense the scene is and how big of an impact the floaters have doubling them up could really bog things down. If you forget they're doubled and do a unhide all, things could get ugly.
Also max seems to handle a bunch of separate objects better then one big object with a bunch of elements. I think it has to do with adaptive degradation and that it can't degrade elements but it can objects.
I keep floaters on their own layer, making them easy to select, isolate selected and attach by list (it displays only what is shown so it only lists the floaters). It's a pretty quick process and I know I'm getting the latest version of the floaters.
Thanks for that script renderhjs, See what you say about combining to 1 poly, used to do that too. But now with the better support for unwrapping multiple objects I tend to use seperate objects more, however they seemed to stop at unwrapping, hope they make that option for baking too.
Another way I was thinking about and also recommended again by Funkybunnies while discussing this is to batch load all the images in PS and repeat a normal map combine action, half the blue channel and overlay. I'm just somewhat skeptical if that's the proper way to combine it. This seems to do some extra steps. I will simply try all three, compare and post results back in this thread.
@nrek, think you misunderstood, it's not one piece of lowpoly and multiple floating hp, but multiple floating lowpoly "pieces" (in this case seperated so it doesn't interfere with other geo parts).