Hello,I'm trying to bake converted xGen Hair to Geometry Eyebrows/ Eyelashes, into a Normal Map and Alpha Mask on Marmoset Toolbag 4 for better hair accuracy. But the problem is that nothing gets baked. I've manipulated the cage several times but the normals appear blank on Marmoset, the result is there below. I've also…
Sounds intriguing but would you care to elaborate how do you apply this normalmap and what channel do you bake in to get to this endresult? Is this baker- or xgen-specific?
Wrt the Maya question. Arnold allows baking of direction per strand from xgen hairs (dpdv/dpdu or something) which is dead easy to make use of in a shader
this is just in toolbag, but it is xgen specific thanks to the way that xgen conversion to mesh applies UVs. which i also use for random normals or IDs i apply the downvector as a normal to the hair geometry (much like you would just use the green for your downfacing haircards) and bake this into the normalmap of the…
One thing to consider is when it's too much noise or xgen hair is penetrating the base mesh - this can cause artifacts on baking. you are welcome to check my timelapse of the hair cap baking - not the lashes and brows - but the same workflow - maybe it could be helpful. https://youtu.be/_IU4DkEWTwI (sorry for the audio)
@ChristheLancer97 so while i can bake normalmaps for the xgen hair i found those maps to be highly lacking or not look nice as they kinda are the same as the mesh underneath just slightly off. instead what i wanted is for them to be slightly randomized. this is where the convert to geometry with UV comes into play.…