Black outputs when using baketexture node

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Hi,

I'm trying to get some texture maps using the baketexture node by passing to it the low poly and high poly versions of the same object.

The low poly object comes with proper uv attribute and the high poly version is simply the low poly + subdivide+mountain, to keep things as simple as possible. Adding UVCage Object did not do any difference on such simple tests.


I have tried everything that has come to my mind and read some posts about that topic but I can't seem to find where the issue might be. I have the feeling that it might be wether something really stupid I'm forgetting, or maybe the baketexture 3.0 might have some sort of issue to be checked.

I am currently, using H16.5.323 on a Windows 10 Intel PC.

Any help is appreciated,

cheers

Attachments:
test_grid.hiplc (412.3 KB)

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Hello.
Unhide your highpoly object and increase ray bias in the Texture Baker to about 0.3 in order to encompass the highpoly mesh. This worked for me.
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Hi,

it partially worked!

Thank you for the help!

A couple things I've noticed:
the render sometimes gets jagged zones, like showing vertical stripes in some random zones. This happens some how randomly when testing with different baking parameters.

The other thing is that I just get the displacement that comes from the positive side of the Normal direction, but not the deeper zones, which are just black. I'm trying to get this missing part in order to get a proper displacement.


I'll keep looking for solutions.
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FrancescBollo
the render sometimes gets jagged zones, like showing vertical stripes in some random zones. This happens some how randomly when testing with different baking parameters.
A screenshot of those zones would help.

FrancescBollo
The other thing is that I just get the displacement that comes from the positive side of the Normal direction, but not the deeper zones, which are just black. I'm trying to get this missing part in order to get a proper displacement.
Displacement renders fine in your scene.
It may seem that deeper areas are missing because you are rendering a 32-bit image and without some tweaking you will not be able to see pixels with negative luminance (that doesn't mean that they're not there). For inspection, try filtering the Ds image plane with Equalize COP, in order to move the histogram into visual range (0-1).

Attached images: equalized displacement texture (for preview) and displacement applied on your grid.

Attachments:
houdini_2018-03-02_17-18-55.jpg (16.5 KB)
houdini_2018-03-02_17-03-06.jpg (59.5 KB)

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