Simple task, I wanted to bake some lighting onto my low poly using Mental Ray batch bake. Regardless of what number I set in 'fill texture seams', it simply refuses to do so. Worse yet, the bake doesn't even properly go out to the edges of the shells, and starts blending with the black background, leaving some pretty nasty seams. So xNormal>Dilation filter wasn't really an option.
The map is 2048x2048, and all the other bakes worked fine, anyone else bump into this?
Replies
Then bake out a diffuse map with lights and shadows turned on and a white material applied to the object.
I'll dig around and see if I can find a copy of 2011 to try with and see if it was fixed in 2011 -> 2012.
That's the padding issue I get when I use Mental Ray in max 2010 and up.
Not only does it fubar the padding causing seams, but it incorrectly fills in the background color of the normal map, even though the "background color" is set to the right color in the render to texture settings.
It also has a bad habit of incorporating the low poly target mesh into the AO calculation so you have to hide the low poly mesh element when baking, making it difficult to select if you deselect it. This doesn't happen in scanline.
Mental Ray for baking at least in max, is absolute garbage and it takes 2-3x longer to render than scanline and if you don't have your final gather settings cranked (which extends render times even longer) the results are more blurry than standard scanline.
Don't get me wrong I love baking in max and its easy to get great results without leaving the program, but Mental Ray makes a mess of it.
I wouldn't be surprised if mental ray did that in Maya also but if it doesn't then the issue is something else.
Peace-NickZ.
I found a work around, for Maya 2012 at least. For some reason when I turn the option on for bake optimization = single object I will get no texture fill and this will cause problems at my texture UV boarders. If I set the bake optimization = multiple objects then the texture fill seams option works. I'm sure this is a bug, but at least there is a work around. Hope this helps someone else out because it drove me crazy for a good day.
Please, any help would be hot
setting "Production" quality in mental ray globals may help solve this problem.
and also setting final gather quality to 2 in bake set override options.
it helped me to solve similar problem in maya 2013.
hope it helps you too.