That's not my goal. I'm aware of these kind of materials but what I want is just a diffuse map that looks like there was once something behind it. No parallax, no transparency, no fancy materials, no two sets of planes. Just a diffuse.
Again I'm not after effects. Think of it as if it were for a mobile game, or for a game from 2004. No transparency, no shader effects, no parallax. Just a diffuse. @poopipe Not the first time people come with solutions without reading a post, I read your query and it wasn't related. I want lighting, refraction and…
Hello. I've recently come across a scenario where I need to create a game asset with a semi-transparent material with visible wiring underneath. This wiring isn't deep enough down for very noticeable parallax so I could save on performance by not putting any geometry below the transparent material and instead of having it…
Here's another scenario that I've thought of, it's unrelated to what I want but requires something similar to be achieved. Something like rubber or thin plastic that can let some light through and have similar effects to subsurface scattering. How could I bake the lighting created by these objects into a diffuse? I have a…
Depends how many edge cases you want to come up with really since there's no one answer to anything. You could probably bake the SSS to a diffuse through Arnold or something but I don't trust their baking tools, it's something you may have to custom write. Such unique tools probably don't exist because it's they're for…
Theres a maya and arnold solution at the bottom of the thread and references to mental ray solutions as it went on. No offence, but did you actually read it ?
@poopipe I'm pretty sure again, that's unrelated to what I want. @Eric Chadwick That just might be the simple solution I need. Though these textures need to be made for complex unwrapped assets, meaning I need the camera to be orthographic and positioned to capture the entire plane and no more or less. That would be really…