Bake Texture node and some questions.

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Hello all!

So I have begun attempting to learn how to use Houdini as a Substance Designer alternative. (Not that I have ever used SD in any capacity before)

So I think I got the basics down, up until the texture baking where I am having two main issues at the moment.

1. Normal map bakes as a black image.
2. Roughness map bakes with a gradient.

As I already been stuck for a couple of hours trying to figure out why it wouldn't bake anything at all, I feel I would rather ask for help than try to spend another couple hours in vain. (The plane I was using was just one single polygon, and subdiving it fixed the baking problem)

Also, some critique on how I went about creating the material would also be more than helpful!

Best Regards
//Morgan

Attachments:
texturebuilding.hiplc (428.5 KB)

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Hey Morgan, without looking at your scene (I am at home now), have you tried the housing 15.5 version of the operator? It is MUCH easier to use…!
-G
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grayOlorin
Hey Morgan, without looking at your scene (I am at home now), have you tried the housing 15.5 version of the operator? It is MUCH easier to use…!

Yes, I have been using that one

I believe the issue I am facing at the moment is at the shader level, I am clueless at how to go about converting the displacement to a normal map that I can bake out.

Pretty sure the normal is not even working at the moment.

Edit: Added Image



Edit2: Saw why my roughness is a gradient looking at my own image, so only the normal map problem persists!
Edited by MorganNilsson - June 1, 2016 21:17:43
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(again without looking at your file so pure speculation…!)

what about just rendering the mesh twice? one with displacement (which in essence gives you a hi res model), and another one with your target UVs, then turn on normal map in the bake texture ROP?
-G
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grayOlorin
(again without looking at your file so pure speculation…!)

what about just rendering the mesh twice? one with displacement (which in essence gives you a hi res model), and another one with your target UVs, then turn on normal map in the bake texture ROP?

Sorry for late reply on my part, been a busy few days.

That is one way to do it, but should it not be possible directly within the material like I have it set up? Would be nice to skip that one extra step, especially if I have a lot of models to bake.
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You most likely can, but depending on how you your setup works, you could make a digital asset which “hides” your whole setup under a nice and simple operator (it is really a matter of an object merge of the two objects into a subnet and setting your second object as a “phantom.” I think either way would be a valid approach
-G
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@grayOlorin Yes both are very valid approaches, but I am a bit stubborn and I want to try to get my way to work



So if we look at this node-network.

If I want to bake out the normal map from this material/shader, where/how would I input the normal map if I manages to properly convert the height/displacement information to normal information within the shader?

Any help is greatly appreciated!

Best regards
//Morgan

Edit:

Convinced myself to buy Substance Designer as I really want realtime preview of the materials I am creating. So this issue is not as urgent, but a solution is still interesting for future reference
Edited by MorganNilsson - June 8, 2016 13:41:52
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