Can you link lowpoly and highpoly meshes by name to prevent intersection baking errors? Like in some other baking solutions? For example with suffix _HP and _LP. Or does the closest search method work as well? (sorry haven't been able to test it yet). Can you bake HP material ID's to the lowpoly mesh? So when I set…
If you want to just bake the high without a low poly, just untick the high poly tickbox, then plug your high mesh into the low slot and bake it. It will bake ao for example it will just calculate it like a light mapper would in something like mental ray.
To bake maps to itself just turn off the high poly. So for your example just load the high poly as the low poly slot and turn off the tickbox next to high poly and then bake whatever map you want. I've tried this with mat id's and it works great. Also search distance of 0.0 in MightyBake actually means infinite.
hey rob, i was just wondering if there is a way to bake normalmaps without the need of a hires subd mesh. we would have a lot less work (at least i hope so ;) ) if it was possible to bake clean normalmaps from meshes like this for example, where you chamfer edges where they need to be round:…
@mightybake I believe he's asking for a value to scale the size of a model uniformly similar to how xNormal handles it - arbitrary values you can assign to increase or decrease the size of the model to potentially alleviate some issues with baking models that are too large or too small. For example, I have a model that…
@malcolm It just have to be different map types. The settings within them, or the global bake settings don't matter. For example, if you aren't baking vertex colours, they aren't loaded. If you have a lot of maps set up to bake, just do one bake with all of them enabled, then you are fine to toggle them on and off as you…
He decimated into quads to get around the bug then imported into Maya. But working the other way around would actually save you an export step because MightyBake can accept zbrush .obj as well as .fbx so importing the decimated file into Maya is just another step and yet another export to then bake it. I would recommend…
MightyBake version 1.4.7 released. You can download it here. Version 1.4.7 - Nov 17 2015 * (Feature) Name matching option to pair high poly to low poly so you don't have to explode the model * (Feature) UV Tiling support with both UDIM (Mari) and Mudbox naming conventions * (Fix) UDIM tile rendering error fixed I will post…
bencowellthomas Hey Ben, I wrote this all out, but it looks like the forum deleted my post for some reason. Any ways, I messed around with this for a bit and I think you might need to override the normals for your offline renderer. I'm not an expert in offline rendering, but when I use the Maya realtime viewport shader it…