Yep, I gave it a try it works with envelopes if you use the same naming convention. Just tried it quickly though did not thoroughly test it. I'm loving the caching feature, make sure to turn that on in the options as well, huge time saver while you are working on a bake and deciding on which edges to make soft/hard and…
This is what was working for me. The high poly consists of multiple objects, the low poly consists of just the parts I don't want to intersect when they bake, and the envelope is for the same low parts I don't want to intersect. In this example I have lots of separate high poly parts in a single scene because I don't like…
@OccultMonk - name linking. that's a neat idea. I'm not sure exactly how to do it yet, as checking each surface would slow the baker down, but let me think about it. The closest transfer setting may be what you are looking for in terms of interpenetrating objects. Multiple rounded corner settings, I'll keep that in mind…
@huffer - I've tested it in Unreal (4.10.1) and it works perfectly fine for me, all I had to do is flip the green channel. I'm exporting from Maya. @MIGHTYBAKE - I'm running the trial right now, so far I'm really pleased with the results and the speed of the baking! Only thing you need to work on is documentation for the…
Right now, you can include multiple low poly objects in one file. I was wondering if people wanted to work with multiple files. It sounds like what you are looking for is matching a low poly to high poly and having multiple pairs. I'm adding a feature to do name matching which would let you do it all within one file so you…
@gloriousczar - You are totally right, baking two maps of the same type will over-write. I will have to figure out how that workflow should work. What do you think about adding _maya or _ue4 to the end of the map names? I think regarding your AO, I think that I'll add a new searching option that allows you to specify…
We would like the name linking feature that sounds nice. Also the caching the high poly would be helpful since we update the low poly way more frequently than the high poly, would save a lot of time especially when doing test bakes. We're also still interested in the rounded corner baking and the ability to blend the edges…
Hey mightybake, just tested this briefly with Unreal 4.7, surprisingly no ill effects? Was MightyBake already using MikkTspace all along? I would have thought my old models would be broken after reimporting them, but this is not the case. Even exported a fresh .fbx with a different name and also baked new normal map. Also,…
Mari uses UDIM naming convention and Mudbox uses UVtile convention. 1001 vs u1_v1 Its needed for batch baking a series of assets...all the usual maps are being used. btw. How would I go about baking material IDs (or any other map) to a highpoly mesh? I have a highpoly with UVs and just want to bake maps to itself. Because…
Hey Guys, I just installed it and the maya export tools and sadly when i hit the envelope, set up a name and export it, Maya crashes. i tried naming it envelope and envelope.fbx both with the same result. Your documentation overall is pretty limited to be honest. Which settings do you use on Maya export for instance? Do…