You can use a cage for baking in Blender if you bake with Cycles. I typically don't like to do that, though, as it's awfully slow on my machine, especially at the high resolutions that I'd prefer to bake at. There are a couple of big problems that keep me from using Blender as my main baker: first, no antialiasing, and…
I wanted to share news that, I made addon for blender for quick baking of textures with Batchtools. I developed it for few reasons: * Substance Batchtools speed – you can bake 4k textures in minutes (compared to hours in blender) * Substance Batchtools reduced ram usage – I can bake hipoly meshes, without risk running out…
Yeah its a long road! Been fixing the low and high poly. First time using a kit and the parts are genius. You can use the components with or without subD. That means floating and duplicate geometry' which bakes like crap :) . But with thr help of god and a good long stick we got it all fixed up. Final bakes (just norm and…
Yeah, but often you need to bake on a low poly envelope. For example a couple layers of camouflage mesh and a canvas tent beneath, all as a single layer of low poly surface. I mean with that mesh as alpha textures on hi poly. Octane baker uses the low poly object polygons as ortho projection ray casters along surface…
Lit map is bake from lighting the environment with light so the have "light side that facing the light source" and the opposite "shaded side" But when I want to make Lit map for human character I don't want directional light but i want some kind of "form defining light" like this picture : It's from Hogarth. He said in one…
I tried it in Marmoset toolbag with ray tracing on a year or two ago and it was same as in Arnold for hard/split edges. But might did something wrong. Its a bit foggy now . Curious to learn if it works now? As of world space to tangent space normal map convertion you don't need handplane, you can do it in SDesigner baker…
10 million polys should not be a problem for substance baker to bake. I baked a 22 million poly mesh the other day. But you do need to turn off GPU baking. Most people have too small amount of GPU memory to bake a mesh that high. This link shows you how to turn it off. Also check that you don't have "use low poly mesh as…
You can bake it in Designer. When you add a baker just select the "Transfer Texture From Mesh" and then in the baker parameters there is a place to add the texture that the high poly uses. Alternatively you could take the High poly in Zbrush and divide it to the correct subdivision for the texture and transfer it to…
I used to have a lot of trouble with baking as well. I feel that I have a layman's understanding of the process now, but I actually found a tool (somebody here told me to try it) that allows me to get perfect bakes consistently even without fully understanding the minute details of the process. The tool is Marmoset Toolbag…
I think you're missing the actual problem. I need the baker to be able to account for alpha in a texture that's applied to the source mesh. The card leaves example is the simplest - you make some leaf textures with alpha, arrange them into a tree shape and then bake that to a mesh that has a closed volume. (imagine baking…