@LuisCherubini Thanks for the answer. I was wondering why I wasnt seeing the option, but it turns out it's an addon I need to enable from Preferences. It works like a charm! It's too bad though we cannot set it as the default image-import method when dragging images to the viewport from the explorer...
@melviso that pixelation in the bump map comes from the low bit-depth of the generated image. Turn on Float Buffer in the settings of the image object ***. This will make the image go from 32-bits-per-pixel to 128-bits-per-pixel (or 8 bit color channels to 32 bit color channels, with each pixel having R,G,B,A channels), so…
I think the easiest way to render the wireframe is using the 3D viewport with *Viewport Overlays* set to wireframe and *Viewport Shading* set to rendered.. and then directly using *View -> Viewport Render Image*.. and for a more subdivided wireframe.. just apply as many levels as you want..
Okay, I finally got it down...The problem was that I was not setting the image node's color space to Non-Color before baking. If I leave it at the default Linear, the map will come out wrong. Thanks for the help guys. I noticed Udjani says to save it as a Copy, and Zeist as Save As Render. I tried it both, and no changes…
Yea, that was all 2.58, with the ray distance and bias set to 0. :) Do you get an error message, or is this something you have noticed? That means that you dont have an image assigned to the object you are trying to bake to. Make sure you assign a new image to your LP while it is in edit mode. Then select the HP and shift…
Make sure you leave the node that you want to bake to (image node) "selected" while you hit the Bake Button. It's a minor thing no one actually notices and poorly sinalized over documentation. You can have as many material slots each with thousands of texture nodes included on them, it will only bake into the image node…