I'm trying to bake a specular map onto my low poly model. I created a black shader and applied it to my high poly model with a direct light and a front facing camera in the scene. I want to bake this material with the lighting detail onto my low poly, however, the map always comes out with none of the material or the…
Hi, I've set up network rendering to speed up the baking of the textures. For starters I used 3ds max 2014 with backburner tools. Issue: I want to bake AO map with mental ray and I can not force the backburner manager to assign texture baking job to more than one server. Setting up the Distributed Bucket Rendering in the…
A few rules you should follow before baking * Make sure you are using a projection cage. Uniform ray distance is no good for baking normal maps unless it's to a plane really. * Triangulate your mesh before baking. This ensures that the baker or game engine cant change the triangulation of the mesh and thus breaking the…
back to AO baking: i have a high-res (176k tris) vehicle that ive been trying to bake occlusion to combine with a color map to use on the low-res version. all of the bolts render out black, as do some bars i have at the top as part of a vent (some bars render white, some grey and some black actually) the normals are not…
Hi everyone, I've encountered a problem where scenes with lightmaps are baked on one machine, committed to a git repo, and then built on another, the static geometry "breaks". I'm assuming it has to with the re-built static vertex list either not being transferred or being recalculated somehow. Either way the bug has been…
I heard someone refer to MD2 files as having "baked" animation. Now I have no knowledge of rigged animation, but I can only assume that baked animation means that there are complete lists of vertex positions per frame, basically rendering the bones redundant, so you'd only have to import the vertex positions, and not the…
Hi everyone! I am a 3D Art Student, currently writing my Bachelors Thesis covering the topic of Texture Baking. Currently, I am trying to find out which software is the most popular for Baking Textures among the 3D Artists. For this reason, I have created a very short poll, than will take less than a minute to submit. So…
I need some help on how to bake a deformer that's affecting geometry to the vertices of that geometry. I want to be able to delete the deformer and keep the animation intact. Specifically my setup is basicly a poly plane that translates through a bend deformer. I've tried baking it through bake simulation, but the bake…
Hi, So here's the problem I want to do 1 bake and don't want to cram all of my uv's into the 0,1 space, nor do I want one massive texture sheet. I don't want to explode my mesh as I want a good AO bake : 1) My High Poly = multiple objects all assigned a material ID modifier 2.) My LowPoly = Multiple Objects(all attached)…
Hello, I`m having a bit of confusion on how to plan my workflow. There are two main things I want to achieve: 1: Paint my color base with Polypaint in ZBRush. Bake this eventually. 2: Use 3DSMax's "Hit Only matching Material ID" function to avoid baking issues with close geometry. I'm aware that XNormal does not support…