Baking an ID map

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Surely it cannot be this complicated. I've watched many tuts on baking maps out of Houdini, both with Mantra and the Game Baker sop, but when it comes to baking out a material id map, I don't understand how to do it.

There is no Id map option as far as I can see. All the solutions seem to point to baking them out in the basecolor channel. But how to take Cd and assign it?

So I have random colors (via color sop - Cd) on all the pieces as such.



No matter what I do, basecolor doesn't work. It comes out black

I've added a Constant material. I check the “use point color” box on the shader and then export the Cf on the extra image planes on Mantra and I get somewhat close, except that now I have bleed colors. See attached. I don't know how to get rid of the bleed.



If I dial down Unwrapping > Ray Bias from 0.01 to 0.00001 I get closer and have only specks to contend with. BTW if I go lower that 0.00001 then the bleed comes back (???).



Am I on the right track here? Doesn't seem so. Can someone point me please to a tut or docs where this is addressed? Or maybe a small example.

Thank you!
Edited by firefly9000 - March 28, 2019 13:01:09

Attachments:
idMap.PNG (642.5 KB)
idMap1.PNG (653.0 KB)
idMap2.PNG (38.1 KB)

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