How to create a new image after saving one baking? I baked a normal map of a cube, saved it, and then i couldn't bake again with different settings, i did manually created a new one in ''create new image'' but didn't work as well, i am probably missing something?
Update Version 0.9.7 Download & Documentation http://renderhjs.net/textools/blender/ What's new * Bug fixes: Cavity map and worn are working again * Create Atlas: Creates a single material with a texture atlas of each color. Each face's UV maps the color of the texture. This conversation is useful for realtime graphics…
Hi all and thanks the author for this brilliant piece of (free!) addon. It´s been working great so far, but I do have an issue when unwrapping a cylinder, then using the rectify function (to straighten the island) and combining it with set texel density. It creates a seam on the mesh as seen on the attached picture - the…
Hello, I've created a pull request to preview normal bakes as normal maps instead of color in cycles. I don't know what the contribution workflow is, so I also posted here in case you missed the pull request on bitbucket. Thanks.
Hey, great progress on that plugin. It comes really handy. I was wondering if there's any way to get the normal tangent bake option to bake to a 32bit float image. I tried creating the image manually "xxx_normal_tanget" but the float image got overwritten with a byte image.
@renderhjs Hey mate, is it working in 2.8? My baking rollout is completely blank. If I click on 'create uv mesh' an error pops up and then the baking rollout appears, but all the options are greyed out? I'm 100% this isn't supposed to be the case. Anyone else tested in 2.8?
@renderhjs Thank you so much for creating these tools. I've been slowly learning Blender in my spare time to see what it can do. These type of tools makes the transition easier :) Do you have any suggestions for add ons that relate to modeling? i'll be checking out Hard Ops eventually!
One of the best addons on the market! Just a quick question – I toggled something somewhere and everytime I re-unwrap my mesh it's layout gets organised like this: it's applied even when I delete the UV map and create a completely new one from scratch. How can I toggle it back to the original behaviour? (the padding…