I was wondering if this is working as usual or an issue on my end. Every time I reload my baking scene my paint offset for the cage is reset and I have to redo it. I haven't changed the low poly model just updated the high poly which gets reimported with the quick loader.
Pretty cool. Looks like RNM is less contrasted than ground truth, based on this image from Bakery plugin for Unity (which is the baker we use). Now i couldn't tell if you could do something to improve it. https://geom.io/bakery/wiki/index.php?title=Manual
Interesting, it's cool that you can automate the bake + combining of maps in substance. However I'm thinking if you're set on a cageless method you'd be better off using a skewmesh method where you feed your baker a denser mesh (i.e manually add geo where needed to avoid skewing) and output a OS normal map, which you…
Hello. I have a problem. After i try use 3ds max baking option to get a normal map, to my low poly model form high poly model, i got some baking errors. When i start render to texture, my render window shows me miss rays on my normal map (the red dots). I have tried adjust a cage on my low poly model and i got good looking…
See, you get exactly the expected result. The baker bakes the area along the seams where the highpoly already turns inwards to form it's thickness. Your highpoly has jagged edges and that's exactly what we see on the bake. The issue is not substance nor the baker: It's your input
hi folks, this is for tech people, an experimental plugin I did a couple years back to output different tangent space normal map's from 3dsmax baker. The idea was that the quality normals modifier implements "known" tangent spaces from games such as Crytek, and therefore allows easy and synced authoring for an engine…
Does anyone use it? It was my favorite render /texture baker for complex bioms on surfaces due to GPU instancing but since they switched from special Octane fork to regular add-on I have massive issues . Parameters doesn't cross Blender default Ctrl+G groups reliably when go through group input . Reroute dots are not…
The short answer is no, it is not possible to have only some of the mesh data loaded into VRAM. To be able to bake quickly, all of the geometry needs to be easily accessed from VRAM. That's what makes Toolbag's baker so fast. Another thing you could try is going to Edit -> Preferences -> GPU -> and changing Ray Tracing…
Hi! I had the same issue as Gordon when trying to do this in Modo. I used the above naming of items in the obj I tested with. When using the quickloader in Marmoset, with this setup, I just get one item in the Baker with the shaders (the first bake group where removed as well). However if I export the same setup as an FBX…
Hi everyone 👋 I’ve been working on a small real-time environment inspired by a gothic/occult cave setting, and I’d love some external feedback. This was created as a realistic style piece, with a focus on mood, lighting, and storytelling rather than scale. Tools / Details: • Unity (real-time) • Bakery GPU Lightmapper •…