Bump. Rendering with an ortho camera does not solve the issue of OP not being able to render AO/shadow information from transparency in full 3D onto a UV set. For example, I want to render an AO/shadow map on hair cards by using my alpha from UVset1 and rendering shadow information onto a texture with cards fully layed out…
Sorry to revive an old thread, but I’m currently experimenting with baking hair via Arnold too. I do find the bake results to be much better compared to xNormal, but I’m a little bit stuck with a few things and have a few questions. It’s great that Arnold allows you to bake the raw data for the hair, rather than turning it…
I just finished my rendition of the Sci-Fi Light. I created the light model using Maya then did a minor pass in Zbrush to add a little surface damage and to not make the edges so sharp. I then sent it into Substance Painter for the texturing and finally imported it into Unreal engine for the final render and used…
Tried this method and the hair looks much better. The only thing that looks weird, hair seems to lose details when zoomed out even with Far Opacity, and it became lot lighter in color, almost like solid color in full figure MRQ Renders.
I agree with Cheese, mental ray is a pig and it messes up more than it gets right when baking. In max it also includes the target when calcuating AO, and it incorrectly assigns black as the background color for the normal map, even when the correct color is set in the "normal map background color" option. It also issues…
Sorry about bringing this topic back I just had to go back one last time and fix this piece. Though main concern is how to get more likes and views on my artstation account? I spend endless amount of time trying to create pieces and no views them...I usually post on social media, however, no luck. :( More renders on…
Hi, Is it possible to bake the previeuw of the shader into a complete map for a psp mesh? *shrug* (was trying with a RTT but it renders a standard gray material) I know that the shader isn't really made to be rebdered out but it would be awesome to get all there details and stuff in a simple diffuse map.
Well here's how it turned out! its too bad i, cant figure out how to render this cool shader, but thats life right? When you want it to work it takes a vacation :\ http://i751.photobucket.com/albums/xx157/villageguard/Render1.jpg
Ok i created a simple Setup to show you what happens. In maya, as you can see, we will only get the red square and the green line in the image, the blue part will not be in the final render. But in Marmoset we get the blue part and a bit more rendert..
Ah, alright cool. I'm no expert at lighting and just recently started getting into it. I'll see what I can deisect from these settings. Material: it looks to be fine. Specular is just going to be a gray shine which is fine if that's what you want. Skylight: the way I percieve skylight at the time is kinda like a fill light…