Texture baking with point clouds
6323 15 3- Rosko Ron
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Hey guys,
I've got a little problem with baking textures using the new texture baking mantra node.
Want to render out a wet map for using it in another software package like 3ds or maya.
So I applied the shader onto a wall (the wet map works when using a normal mantra render node) and called a bake texture node. Specified the uv render object, camera and the output path. Also added normals and ubs.
All I get is a black image. For the shader is mainly affecting the diffuse at the moment I also added an extra image plane for the diffuse. Still everything keeps being black.
Added a screenshot. Hope someone knows whats going wrong here.
Thanks!
I've got a little problem with baking textures using the new texture baking mantra node.
Want to render out a wet map for using it in another software package like 3ds or maya.
So I applied the shader onto a wall (the wet map works when using a normal mantra render node) and called a bake texture node. Specified the uv render object, camera and the output path. Also added normals and ubs.
All I get is a black image. For the shader is mainly affecting the diffuse at the moment I also added an extra image plane for the diffuse. Still everything keeps being black.
Added a screenshot. Hope someone knows whats going wrong here.
Thanks!
Edited by - 2016年4月30日 17:47:04
- sidenimjay
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- Rosko Ron
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- sidenimjay
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- Rosko Ron
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- bleedblue128
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- martinkindl83
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- bleedblue128
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So I tried to repeat the process with a principled shader which has the bakeExport node like you said, but I'm getting the same results. The problem seems to be in the setup of the wetmap pointcloud basecolor because when I do it with a regular basecolor it exports fine. I just cant seem to figure out how to get it to export the pointcloud basecolor even though it renders properly in the houdini render view. Here's a hip file that shows my setup. thanks for the help!
- dlee
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I noticed that you're using your own material (/mat/diffuse). To get certain parameters to export when baking, you can create Bind Export nodes with vex variable name you want to export. (for example, “diffcolor” is “export_diffcolor”). You can look inside principled shader or classic shader and look for bind nodes to see what the names for individual variables are.
I also noticed that on your Bake Texture ROP, “Output Picture” parameter is set to a tif image. Please leave it as .rat and change the “Extract format” to the desired format instead.
I also noticed that on your Bake Texture ROP, “Output Picture” parameter is set to a tif image. Please leave it as .rat and change the “Extract format” to the desired format instead.
- bleedblue128
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Thanks for the response!
I've tried adding bind exports to my diffuse material but the results are still the same. I also tried adding my point cloud basecolor to a classic material which didnt work either. I'm sure this is just user error at this point but I still cant figure it out. Here is where I left off after making the changes you suggested. Does anything else stand out? Thanks again!
I've tried adding bind exports to my diffuse material but the results are still the same. I also tried adding my point cloud basecolor to a classic material which didnt work either. I'm sure this is just user error at this point but I still cant figure it out. Here is where I left off after making the changes you suggested. Does anything else stand out? Thanks again!
- dlee
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- bleedblue128
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- dlee
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