Yeah, update support will hopefully give you a solid niche in the market, gives me a lot of confidence after buying it. Thickness is just Reverse AO. World Position is a gradient from 0-1 all 3 axis. This is used for creating masks for dirt close to the ground, or snow on the top of an object.
Yo Neox zbrush obj files don't have smoothing, zbrush doesn't have normals as far as I know. When I open zbrush files in Maya they are all hard edges. Also you can flip the green channel with the Y +/- option in the maps section. We are actually liking the inverted green because it's not inverted for Maya users, plus…
Based on several users comments I've taken a deeper look at the OBJ parsing. There's a serious bug in it that is hit if you use multiple objects. This is unlikely to ever happen using Zbrush but happens often using Mudbox and Blender. I will work on a fix immediately and publish is ASAP. Sorry to all the OBJ users. Rob
Hi Mightybake, I just tried your tool and I like the AO results. Now I understand that the envelope is not the same as a cage, it basically a blocker. That is unfortunate since a cage is must have still for me. Maybe you can consider adding a cage in the future. The tool is really nice to use, though.
Hey Rob, we've been having issues with Mightybake 1.4.4 at work. Whenever someone tries to bake a matID, height or displacement map, the map just bakes black. They bake properly when you bake a normal map and on of those other maps at the same time though. Could we get a fix for that?
just offset the basemeshes, you could even use the exploded basemesh as a morphtarget. Luckily i never had to bake such dense meshes in maya, tho 20mil did happen. Maya is just ultra slow on anything regarding baking. but i thought this was about mightybake, which should eat 40 mil easily.
@Son Kim - If you are using modo for the low-poly, it may have some odd behaviour. I haven't verified that it works. Great to hear that the object normals come out though. That likely means that the missing tangents and binormals are not being generated automatically. I will test and fix that soon and post when I do.
Hello guys, sorry I've been meaning to post these shots forever, finally getting around to it. Still loving MightyBake, totally worth the 100 bucks in my opinion. Use it for all my home bakes and at work too, our studio got us licenses. Shots below are extreme examples obviously, but I'm sure everyone gets the idea since…
I tried not normalized on my test scene, but how do you put in a search distance for positive and negative, when the map is not normalized it only appears to capture height data starting at the surface, so any indents are not captured in the bake. The eyes on my guys face are just missing now. EXR did not help with a…
Hi Damian, We added vertex colour baking because a Zbrush user wanted to bake colours they had painted. We built mighty bake to read ZBrush's special blend of OBJ so that we could bake them. Feel free to give it a try and let me know if it works well for you. Rob