Any baker that bakes opacity/alpha . "Opacity mask from mesh" in Substance Designer for example. Also you could make your chain laying in flat plane and just render with whatever 3d soft you have using normal or whatever AOV you need and then map it to polygonal stripe
Unfortunately, light bakes are no longer available in Toolbag 4. This functionality was lost when the baker was refactored to work with the newer ray tracing backend. This is something we may be able to add back in the future, but further R&D is needed.
Hi all, I'm building an AR hair try-on feature for a premium iOS grooming app (ARKit). I'm looking for a real-time HAIR specialist to create men's hairstyles as optimized, game-ready models. IMPORTANT: This is real-time character hair — hair cards / groom-to-cards workflow. Not sculpting, not photogrammetry, not…
Wanted to drop a quick pipeline piece we did solving a data-bloat problem. We needed a reusable, highly deformed eye rig setup for a stylized project, but relying on geometry caching to bake out the lattice deformations was killing our data foot print. We’ve shared a quick, high-level teaser of the rig over on LinkedIn if…
I noticed this: http://www.scriptspot.com/forums/3ds-max/scripts-wanted/script-auto-baker-automated-rtt yesterday, and something else: another way to isolate, meshes before baking is to set parameter in th rendering command: and use select #{baseObj, pairObj} before that
This thread is super old. Handplane baker has projection groups and substance has a matching by name feature to accomplish something similar. Xnormal doesn't support his kind of functionality. You can see a bunch of overlapping mechanical parts baked at once in this video: https://www.youtube.com/watch?v=ACkX_t3QDnU
substance painter should also be able to bake this map, which would be better for you anyways if you plan to texture in painter later on, as everything will be in sync. Designer can definitely do this, Marmoset Toolbags baker can also do this
Hi EarthQuake and thank you! I'll try to explain, just imagine you have a complex scene to bake more than 5-10 baker groups in marmoset and several bakers (texture sets) to bake and workflow should be flexible if you going to change some of the meshes(high or low). So i'll describe what default QuickLoader does and then…