I've run into this problem before and as far as I can tell there is no way around it using RTT. The best solution is to set up a camera where you top viewport is, set your resolution to 2048x2048 (or whatever res you wish to render) and then render out your diffuse, normals, AO, Spec and whatever other maps you may want.…
Hi, got a bit of a problem with baking objects using alpha channel. Basically what I want to do is bake lots of layers of dead leaves which are just alpha cards scattered on a plane. I'd like to get a usual diffuse/normal/AO bake from this and I'd like 3dsmax to take into account my alpha for the leaves: PROBLEM: it cant…
another quick workaround is just to render the leaves with a new material that uses the alpha as the diffuse. So you get an image that's just black and white.
Okay, tried with those settings, I didn't try with the preset yet, the diffuse with the cutout map works perfectly with RTT. But for some reason the normal bake doesn't do as well~~
well it resulted in the same as the default RTT, rendered thru F9 I can get the diffuse like a standard material but in RTT it gives the same output (alpha not taken into account) and I needed the normal map.
hmm, that's really hard to tell without looking at the actual file. Did you try the preset meanwhile? The greyish/yellowish color, is that from the diffuse map or perhaps the mesh color of the lowpoly you are rendering from? Or the background? Try setting distinct colors for those in order to find out. The white spots…
Allright, thanks every one for the help. I was able to bake the normal map the way I needed finally. Here's a little feedback on what's been said in this thread and if it worked for me in this case: Default RTT : failed to do what I needed Mental ray RTT with Arch&Design cutout technique: failed to do what I needed DirectX…