Hi Folks, Rob here to announce MightyBake 1.4.0. We now directly support Mikk tangents (and the unreal 4.7 version of them). You can download it from here. Release Notes for Version 1.4.0 - Mar 22 2015 (Feature) MIKK Tangent space support (Feature) Unreal 4.7 Tangent space support (flipped binormal MIKK) (Feature) Can now…
Hey Mightybake, I saw on your roadmap that you're working on curvature map baking, would you be able to put the convexity in the red channel, concavity in the green channel and the curvature map in the blue channel? Also, the ambient occlusion bake seems really inaccurate and it looks like it is baking through objects…
@Malcom you're THE MAN! I closed the UV editor in Maya and the export process took couple of minutes instead of 20. Amazing! I also had "name matching" enabled. After I disabled it it worked as you said. Amazing (twice)! For the UDIMs it's ok, it works, I just have to do some math. Thanks a lot for the help!
Can you tell me in which cases it works? In theory, if I export from maya or max, a fbx with tangents and binormals, and bake in mighty bake with the option fbx tangents, shouldn't the resulting normal map look good applied back in the software? I'm talking about extreme cases, with all soft edges and heavy gradients in…
To bake maps to itself just turn off the high poly. So for your example just load the high poly as the low poly slot and turn off the tickbox next to high poly and then bake whatever map you want. I've tried this with mat id's and it works great. Also search distance of 0.0 in MightyBake actually means infinite.
@Neox - Sure, that sounds totally doable. Is naming the maps according to material name acceptable? - BTW - It will take a lot of memory for large maps with lots of materials. Btw - In mightybake, you can already specify 1x1 so there is no anti-aliasing done. It preserves hard boundaries between materials that way. It…
Besides a solid feature list, the one thing you really need to show in order to get the attention of potential users is a realtime video showing the process of getting an asset into one of the target engines through your pipeline, or, at the very least, some footage showing how much better your results are compared to…
Loving MightyBake so far, but ideally I'd like to bypass Zbrush MME for creating my displacement maps. @bencowellthomas Did you ever find a proper workflow for getting correct displacements out of MightyBake for offline rendering? I've been messing around with MightyBake but haven't found a good solution just yet. Any…
@FR0GG1E Thanks for trying it out. I will remove the limitation for 10x10 from the next release, it was an oversight of mine when I read the UDIM documentation. Regarding the OBJ - which package were you exporting from? How many objects does it have in it? The OBJ parser in MB is a very optimized, but simple parser. There…
Hey MightyBake, we are having an issue where using the high button in Maya take 2 minutes to export 2mil tris, using the standard .fbx export takes 1 second. Can you please take a look this seems like a new bug. When I was originally testing the tool I've exported 25mil and have not had to wait this long.