We have a guy at work on the 1070 using it and no issues, maybe try installing drivers choose advanced, then choose clean install and see if it fixes it. I'm still on the 970 at work.
Hey Jabba, I use 1.5.0 as well. At the bottom under output settings there is an option named "UV Tiling". Use the drop down and choose "Manual". Then in the next option you can choose the naming convention of the tiles. It only has 2 naming conventions ATM. Either UDIM or Mudbox. I use the Mudbox tile naming convention so…
@Farfarer - It currently uses the maya philosophy of ray control. The user can choose to use the vertex normals of the low-poly mesh to set the direction, or choose 'geometric normals' which tells mightybake to use smoothed normals re-calculated from the geometry. If people feel this isn't enough control, I could look into…
Holy shit, people make 3D art on Linux... Should rename the clown map to material id map to sync up with quixel since everyone uses that now and is probably what everyone on polycount is expecting when they choose that drop down.
Awesome! This was baked with the surface closest option eh? I have a couple more feature requests: Could you choose to have channel packed curvature or 3 individual channels, instead of doing all 3 at once? I'm thinking you'd probably only need one or the other. When baking a normal map, could I have the option of having…
Hey Swidey, we use MightyBake on Gears to bake all our stuff. What you want to do for Unreal is: 1. Export the low from Maya using the supplied low button on the self. Do not triangulate your mesh before export, also check your .fbx settings and make sure triangulate is turned off before using the low button. 2. Export the…
I think the presets let you do either or, the batch bake lets you bake 8 completely different models, make a preset for all 8 projects if that makes sense. The presets themselves is where you determine the low poly file and the high poly file(s) that will bake out the different maps. So set up 8 presets with 8 different…
@huffer I think I may know what's going on with your bakes 1) MightyBake assumes that you are using the 'import normals' setting inside UE. 2) When you are choosing 'compute normals' because your mesh is hard edged, it breaks the normals. This creates flat surfaces that align with the other packages. 3) When you make your…
Hello, I'm stuck with a problem of the Curvature maps. Basically it seems the normals aren't taken in consideration when I bake the Curvature, no matter what type of direction I choose. Surface Normals, geometry normals and rounded normals do the same thing. I checked the exported fbx and the normals are correct in theere,…