Hi there,
I am currently working on some game assets for a Unity project. I have to model some grids (see attached files). So, after modelling and baking about 13 of them in 3ds Max I switched over to Houdini for that. And the modelling worked great! I now just have to import a simple shape and Houdini does all the work.
But when it comes to baking, I've got some issues that I can't solve in Houdini: The baking of my highpoly to my lowpoly grid turns out to be rendered in some kind of perspective.
I had the exact same issue in 3ds Max before. The solution there was to split/break the points. That solution doesn’t seem to work for Houdini. I also tried to set the cam to Orthographic but that worked neither.
Do you guys have any idea how to tackle that?
Please find attached the file with a small sample grid that shouldn’t cook that long.
Thank you!
Lars
Orthographic Bake
1412 2 1- Flowerage
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- dlee
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This looks like the case of per-point normals (or shared normals on vertices) on low-poly object. The baking ray directions are based on the surface normals, so when they're interpolated and changing across face, you may see distortions like this.
You can apply per-vertex normals on your low-poly object (eg Normal SOP with low cusp angle) to avoid such issues.
You can apply per-vertex normals on your low-poly object (eg Normal SOP with low cusp angle) to avoid such issues.
- Flowerage
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