The whole situation is a bit of a mess. First off, most 3d apps/normal map bakers use slightly different math (bi-normals and tangents), so if you try to take a normal map baked in maya and render it in max (or vice versa) you'll get errors. Idealy you want your target app/engine to use the same math (generally called…
My Brawl scene has a dominate directional and a bunch of pointlights. Everything is set to default settings (my mesh, the lights, etc). When I bake out only the dominate bakes. I have a lightmass importance volume. What am I missing to get my pointlights to bake as well?
Hey all, I want to bake some maps from the high to low and fix my cage on the fly if I see errors in the preview. Is there a way to tell the bake preview to act like 'bake from object to render output' and assign cage or ray distance for the preview? Also, is it possible to bake curvature and cavity maps in MODO? I just…
I've updated the first post with the final renders. Overall I've had a pleasant experience working with the Handplane Baker. I think it's pretty fast considering it's CPU based. Default settings were pretty fast on my relatively old I7 2600k. I have some gripes and suggestions, mainly these: 1. Please add an automatic…
Joopson said: True and it may not work (or it would idk) seeing as i never knew about that gpu timeout hack. The baker never worked for me so i just jump on other bakers to save my life and time, i didn't want to mention a new baker cause marmoset traffic = win. It would be a wise option to always make a "back up", os…
From that wiki link you just sent: "When the renderer (or game engine) renders your game model, the shader must use the same tangent basis as the normal map baker, otherwise you'll get incorrect lighting, especially across the seams between UV shells." Going to check if this is the issue... Edit: No, ticking off " Tangent…
this is either a colorspace issue - make sure you're outputting raw from painter and importing linear to blender (i don't know what blender calls it) a tangent basis issue - make sure your model has the same tangent data and triangulation for both the bake and the render meshes. if you're using fbx there's a tickybox for…
I’m experiencing a baking artifact and have tried various solutions but haven’t been able to pinpoint the cause. If anyone can help me identify the issue, I’d really appreciate it! Low Poly mesh: https://www.dropbox.com/scl/fi/cxrgs8x8hy2ns0bynweqy/Fire_hydrant_low_poly.obj?rlkey=wz3wg55mr1zqxmotuyjackmzg&st=ce91bt65&dl=0
i keep getting this result where it seems like a channel is being completely missed. it happened more than once, i've always managed to make it "reappear" but i don't know how i did and what is causing the issue. both meshes have been triangulated and i did all the basic procedures to bake this kind of texture. I've used…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…