Chat is wrong, kinda. Depends on your renderer, and what result you want. For example to get an opacity map, you'll need to not use BTT but setup a camera instead and render that way.
Yeah , but currently it works for regular perspective or ortho camera , right? And before I think they had a special class of camera "baking camera" that used a mesh , not a flat picture plane , any mesh and cast rendering rays along that mesh vertex normals while still doing all set of AOVs as a regular camera. Similar to…
I still love ancient style baking cameras in regular 3d renderers. When any mesh could became a ray casting camera along its normals . Octane has a nice one for example. Arnold had one last time I checked . Bakes alphas , crypto-matte or whatever custom AOV you might want, perfectly looking GI , and usually full control…
One thing that comes to mind right away is the lack of support for baking passes with surfaces that have transparency. Especially troubling if you need to bake AO for vegetation or hair or whatever that's opacity-mapped. Also the trouble I get with overlapped UVs. Often game assets have symmetry or reused parts, that can…
@poopipe Would it be correct to assume that what you're trying to describe is essentialy backing LOD's from folliage where the lowest LOD has a bilboard for each leave (also has trunk and branch meshes) and each successive LOD's incorporates an even large bilboard that encompases more leaves, all the way until we're left…
Could you please elaborate on that, or provide me with an example, please? I have trouble understanding that. Are you talking about baking from actual high poly surfaces (presumably sculpted) such as a plant onto a low poly object that for instance containes planes/quads that are supposed to catch rays from the high poly…
not just that no - I've not done a great job of explaining myself :) there are a number of use cases As a high-res to low-res transfer example - and sticking with trees: in your source model (the picture i drew before) You can use speedtree to assign vertex color values by index to leaves/branches, you can also apply a…
@sacboi I've never used any of the addon bakers that Blender's community provides, so I have to ask if the problem with exploded baked option is that it's not automatic and has to be done manually or if it's destructive in sense that separates highpoly objects that should be baked together. I don't have any visual examples…