Just to clarify I do not want to bake vertex colors to a texture. I want to bake passes like AO and Curvature to the Vertex Color. So the Red of the Vertex Colors could be AO and the Green of the Vertex Colors Curvature and B and A for something else. I found a Blender plugin but it still needs a UV for the baking process…
you can bake to vertex colors with cycles - no need for an addon/uvs. not really used this so far - but on a quick test it seems to be okayish.Guess with this you can basically dump any material color output into vertex colors. but yes zbrush might be easier and probably faster ;)
Well, that tells the object to display the Eevee AO pass as Emit - but how does that relate to baking down this information (or any other color information for that matter, be it either from a texture or anything else really) to vertex color ? I feel like there is some sort of hidden feature here (leveraged by the texture…
@kio Thanks a lot for the info. Found this videos on youtube. Just going to leave them here for anyone who might find them useful: https://www.youtube.com/watch?v=rnuZF7ayjFk https://www.youtube.com/watch?v=ln2TOz_TDpA @gnoop Yeah, In the second video towards the end, he shows why it may not be the best approach to use and…
Heya - this seems to be a recent addition, as this Output option ("target : vertex") is definitely not in 2.91 or 2.83LTS unless I am missing something. Are you using 2.92 or above by any chance ?
@kio how would one set this up though ? There has to a be a spot where on specifies that the attribute to be written to is Col. But how ? @Davision3D : otherwise, assuming that you can get the desired pass to show up in Zbrush (for instance by loading it up as a texture), you can definitely bake it to Polypaint there, and…
You missed half of it, if you look at the render settings (right side top panel) - on the bake tab you can see how it's setup. The popover is just to show that it's just vertex colours only, the object doesnt even have a uv channel.
Oh, that works! Thanks for the video! I didn't know that is Curvature hidden there, I thought it was just some cavity from the tooltip. I guess the only downsides are that I can't make use of the Alpha channel of the Vertex Colors and baking with Cycles is always really slow.
Not sure I understand how it works in UE5 but aren't UV and baked textures still necessary for degrading an object in distance? Isn't UE still turning hires geo into low res in distance where only vertex color would be no more enough? in such case the material would be visibly "live" and moving. Just asking , never had a…