depends on how your sss works.
there's the old inverse inverted ao trick where you invert your normals, bake ao, and invert the resulting map.
there's the thickness map, which xnormal can bake out.
there's the curvature map, which i think xnormal can bake too.
there are some other possibilities but i think these are the closest to whatever you might be looking for.
depends on how your sss works.
there's the old inverse inverted ao trick where you invert your normals, bake ao, and invert the resulting map.
there's the thickness map, which xnormal can bake out.
there's the curvature map, which i think xnormal can bake too.
there are some other possibilities but i think these are the closest to whatever you might be looking for.
I cant seem to get that inward facing AO technique to work out in Mayas Batch Bake(MentalRay) does anyone have some settings that work using Maya, or Xnormal?
Equil i using Curvature maps would only do convexity and concavity which isn't the same as approximating thickness at all.
I cant seem to get any sort of accurate results out of Xnormal using the thickness map either does anyone have some settings that work as well as the AO technique from Colin that would work in Xnormal or maya?
You need to calculate the distance in xNormal manually in Max/Maya, etc, first, read the Help file.
I can bake an AO map just fine normaly, the problem is with the stock settings it just comes out as pure black because no rays are cast to the inside of a water tight object.
I think Max is using a completely different method of AO than Maya and Xnormal which allows for it to generate AO on a water tight inverted object. I cant find anyway to make Xnormal or maya do it properly
that goes to the guy who developed the original shader used in frostbyte 2 which the guy here on polycount did his version of for UDK, I'm aware of the methods used in Dices white paper, and in it, the settings are only able to work in max far as i can tell, i'm wondering if there's a method that can do it in maya or xnormal.
I was talking about the Curvature map, not AO, since inverted AO map's have been around since (for Max) Polyboost came along.
So no idea about Maya or xNormal, but last I checked, xNormal doesn't allow for an inverted bake unless you specifically get tweaking with certain things.
Replies
there's the old inverse inverted ao trick where you invert your normals, bake ao, and invert the resulting map.
there's the thickness map, which xnormal can bake out.
there's the curvature map, which i think xnormal can bake too.
there are some other possibilities but i think these are the closest to whatever you might be looking for.
yep i think thatll cut it
than i got a script in maya that i run on the HP model, that dose curvature and saves it to the vert colour that i later bake out.
find i get better results using the r7_vertCurveture script in maya over a curvature map in xnormal.
I checked on Colins website and hes only got settings for Max
http://colinbarrebrisebois.com/categ...ce-scattering/
Equil i using Curvature maps would only do convexity and concavity which isn't the same as approximating thickness at all.
I cant seem to get any sort of accurate results out of Xnormal using the thickness map either does anyone have some settings that work as well as the AO technique from Colin that would work in Xnormal or maya?
I can bake an AO map just fine normaly, the problem is with the stock settings it just comes out as pure black because no rays are cast to the inside of a water tight object.
I think Max is using a completely different method of AO than Maya and Xnormal which allows for it to generate AO on a water tight inverted object. I cant find anyway to make Xnormal or maya do it properly
Sorry my Link didn't actually work,in my original post this one should
http://colinbarrebrisebois.com/category/subsurface-scattering/
that goes to the guy who developed the original shader used in frostbyte 2 which the guy here on polycount did his version of for UDK, I'm aware of the methods used in Dices white paper, and in it, the settings are only able to work in max far as i can tell, i'm wondering if there's a method that can do it in maya or xnormal.
So no idea about Maya or xNormal, but last I checked, xNormal doesn't allow for an inverted bake unless you specifically get tweaking with certain things.