thanks for answering. I am currently testing it out like that now, but haven't converted to geo yet, so I'm nervous to see how my pc handles it. Not sure how you would make a normal map in arnold, if you are not doing it the way the other guy described it? Like creating a plane which represents your uv's then grooming on…
Have just tried to bake world space normals in MAx 2020 Arnold . No problems actually . It bakes with Map to Material node just fine while showing some error message
I have little experience with offline rendering in Maya and will be looking into this further, but I have a few basic ideas on how I could derive some texture maps for animal fur using xgen. 1. Setup and groom the fur, render with Arnold, and right now I know that I can render an AO pass, and I assume a flat color as well,…
I used marmoset toolbag to bake vertex color to low poly. not sure about an xgen workflow, but basically i create geometry hair and then bake that onto the low poly model. So whether you are using a spline simulation for hair or w/e, the idea is to turn it into geometry with vertex color and then bake that. Problem is that…
It's why I have bought Clarisse when they did a X-mas sale few years ago. It could scatter billions of hi res objects in few clicks without doing proxies over 300m poli Reality Capture thing without decimation. Could rotate and edit the scene in viewport and could bake ( UDIMs too) depth, curvature and world space normals…