Is there any way to bake material ids by using the materials assigned to the high poly mesh like in Substance Painter? This mesh here is part of a texture atlas, the border parts of the bolts have the same materials as the mesh below. The main mesh uses two different materials. I can't split this in parts to assign…
Need one more option Some times it is usable if I can use Hard Edges/Smooth Groups as guid for Auto cage inside baking program. For example xNormal can bake normal map by using this with option "Use exported normals" and "Average normals" as standart auto cage, but with Handplane now I need separete polygons by hard edge…
This tool is awesome! I've been using it for couple weeks and the reduction in outputs is great, It is saving me a lot of time in fixing some overlapping uv border in multiple bakes The option to isolate AO is also pretty neat, it is almost like substance painter bake but more flexible since I can decide if I will Isolate…