@JedTheKrampus Great suggestion! I wasn't sure if there was much interest in Linux, but if there is, we should be able to port it. I'll update you if we're successful. [Edit] @JedTheKrampus What distribution would you recommend developing against?
hey folks, I'm really sorry about the license server issues today. Our ISP force updated some of our website and it caused some issues. It should be back up and running, let me know if you have any more issues.
Nice update. Does this software has available api for baking from external softwares? It would be great, if ID mask could be calculated from object materials (so instead of splitting id per mesh, we could split ID per material/face).
We've received a few support requests for people running windows 7. There may have been a system update that has adjusted some settings. We've posted a quick tutorial if you are having trouble activating or using you license on Windows. http://www.mightybake.com/license-issues/
Everytime I get a new version of MB I think it can't get any better. Just updated to 1.4.8 that has the improved Maya workflow -- no more having to Convert Smooth mesh Preview to Poly and store 3 separate models!! Pretty amazing. Thanks Rob!
Rob, Unreal Engine 4.7 ,which is due out in a couple of weeks will change it tangent basis to MikkTSpace, do you plan on updating MightyBake to support it? Anyone know if there is an edge padding option in MightlyBake? I assume Envelope == Cage? It's confusing since everyone else calls it a cage.
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.
Hi Mightybake, I can't count the amount of times I've managed to write over the last bake I made when I load in a new object. I'm not quite sure how best to implement it but I think if we load in a new high or low mesh then the output path should clear (perhaps this could be an option). I find I accidentally overwrite at…
Hi polycount, I've implemented in-memory caching for high poly. It will only cache the needed attributes for your bake. If you are switching between types of bakes, make sure to do one bake with all the maps first to cache everything you need. I'll post an update when you can download it. Rob
Hi Folks, Another beta has been posted, beta 3. You can download it here. Let me know if you find any other issues. These were hard to fix, but the batching is worth it. * (Fix) Batch bake crash * (Fix) Multi-map crash * (Fix) Render window lack of updating * (Fix) Normal map edge corruption