How to bake hda for substance

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Hello.

I am trying to figure out how i can bake my digital asset for substance painter.
My digital asset has 3-4 extrude slides as tools.
The problem occurs when i add the subdivide node for my highres node-stack.

I think i know why the mesh brings artifacts when i add a subdivide node. It does not like my extrude slides in my hda?
It seems legit for houdini to go bananas if it cant calculate possible UV's.
Is there any workarounds to bake a dynamic hda with a few simple extrude slides?

I am thinking of perhaps animate different placements for my mesh and key it and then make it into a tool in the digital asset properties.

But i thought perhaps you guys had some answers about this.





After a few hours of trying to understand by my own. I have come to this conclusion.
You cannot simply bake a dynamic object for a static painting. Some of you can, but i cant. And i am cool with that.

However.

My next issue is to bake a static object.
The problem are the same. I add one subedivide node, and it all goes bananas. I am even following an online guide on this matter.
I use the same settings as him.

Can i get some opinions on what i am doing wrong here, lads.
Edited by gasen - Sept. 16, 2018 20:58:51

Attachments:
geoScene_03_fmobel02_SUB.hiplc (317.1 KB)
sidefxSubdivideIssue.png (352.6 KB)

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