Hi Polycount, Mightybake 1.4.1 has just been released. You can download it here. Version 1.4.1 - Apr 25 2015 (Feature) Added license server for studios to host their own licenses if needed (Feature) Added low to low transfer baking if no high res model is selected (Feature) Individual licenses now can be activated on two…
hey rob, i was just wondering if there is a way to bake normalmaps without the need of a hires subd mesh. we would have a lot less work (at least i hope so ;)) if it was possible to bake clean normalmaps from meshes like this for example, where you chamfer edges where they need to be round:…
I can help you do a test tonight when I'm back from work, I have a 1070 at home, but haven't installed latest drivers. It's working fine right now so I'll upgrade to latest tonight and try to bake something and see if I get the same result. At least then you'd know it's an nVidia driver thing and could try to roll back.
Hey guys, Thanks for input. I'll try the Maya transfer maps and the other ideas this morning and get back to you. My suspision is that to get an accurate bake from Maya you'd turn on render time subdivision on your low mesh which would fix it .. but I'll try. I am using UDIMs yes .. this was what initially brought me to…
Would it be possible in a future release to add the ability to do DownSlope and UpSlope Occlusion? At the moment we only have hemissphere AO. Downslope AO only shoots rays from the lower half of the 'env sphere' (upslope only from the upper) giving you directional occlusion that goes only down or only up. Really useful for…
Hi Polycount, Just posted 1.5.0 beta 3 (win 64) here. This should be the final beta for 1.5.0. I will be posting the LINUX and Mac betas shortly. I've added two new map types 'Hard Edges' and 'Alpha Mask'. I'll post some examples soon. You can use the 'Hard Edges' to do edge wear. It's based on the low poly mesh topology,…
I don't understand how to get material ID's to work without loading in a texture on the high res. I'm just getting a pure white map when trying to bake it edit: ahhh now I see you just assign material ID's to the FBX :# . What would be great though is an option to bake color maps from a high res to the low. Also, TGA…
I have a thickness and position bakers added locally. It can bake real world position and what I'm calling 'normalized position' which is the 0 to 1 map you describe. Just doing more testing before I release. The thickness I've built isn't exactly the same as AO but it's similar. Unfortunately, it's currently the most…
Hey, we're having a bug where bakes will sometimes have little black dots on the objects. We've narrowed it down to being really stretched triangles on the high poly. This seems to be caused by decimating the mesh in Zbrush first, if we bake the quad model the errors are not there. I've sent in a test file with a black dot…
@Patoche You are correct. For the savvy user, MIKK with the - tangents turned on is the same thing as the unreal 4.7 option. I just wanted to make sure that the less technical users could just use unreal 4.7 as an option and it would just work, rather than having to learn that unreal 4.7 was MIKK and that the green was…