Hi,
Please submit a bug with support
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Houdini for Realtime » Labs maps baker issues with normals
- Ambrosiussen
- 197 posts
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Technical Discussion » LABS Trim Texture Tool
- Ambrosiussen
- 197 posts
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Thank you for the excellent feedback xra, I will take this into account with some of the planned updates that are coming.
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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15 Apr 2021
New Tools
Updates
Bug Fixes
New Tools
- (18.5.547) Added Network Editor Painter. This new tool found in the network editor menu bar allows you to draw in the network editor, and store the results in a background image. Very useful for annotating or annoying colleagues. Please note that drawings are stored in $HIP/drawings and the path is currently absolute due to limitations in the background image functionality.
- (18.5.543) Added the ability for Color Ramps to rightclick them and press "Sample Screen Colors". This will then allow you to move your cursor while holding LMB down to sample any color visible on your screen. Once LMB is let go the ramp will be populated with the sampled colors as keys.
Updates
- (18.5.549) Extract Filename now allows you to specify a custom file sop to extract the filenames from, instead of just using the sop directly above
- (18.5.548) Network Editor Painter now uses a round brush, which looks much better
- (18.5.547) Updated Gaea TOR Processor default preset to work with latest Gaea (1.2.1.8
- (18.5.547) Updated documentation for PivotPainter. Users are now also able to feed a custom up vector on pivots instead of relying on internally calculated tangents. (Which would produce weird results on non-box-like meshes
- (18.5.547) Updated PivotPainter to produce better results that match the 3dsMax script more. The tool now also has a range parameter allowing you to specify what range the exported Extents should be in, instead of the hardcoded 2048 before. Doing this allows you to get far more precision in UE5. NOTE: This funtionality is not yet in the 3dsmax tool, but will be coming soon. Also fixed incorrect parentindex on multi-branching geometry
- (18.5.540) Changed how Progressive Resample resamples under the hood to better work with a variety of curve types. The scale attribute now controls length in worldspace rather than relative to curve length, aligning better with the normal resample node
- (18.5.540) Deprecated the RealityCapture plugin nodes due to the SDK used for the integration no longer being supported by Capturing Reality, and the nodes therefore no longer being able to cook. We are however in talks with Epic to decide if or how we might be able to continue to support the RC plugin in the future
Bug Fixes
- (18.5.546) Fixed the colors that the colorsampler produces for ramps. They had to be color corrected.
- (18.5.539) Fixed an issue in Mapbox SOP 2.0 (though the latest version is 2.1, which doesn't have this issue) where the polygon export of the map was rotated 90 degrees around Y for unknown reasons. Removed the rotation.
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- Ambrosiussen
- 197 posts
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Hi, thanks for reporting these issues. I have verified and fixed them.
If you update Labs, drop down a NEW instance of PivotPainter you will have the improvements.
Additionally you can now provide an up vector, which the tool will use when encoding the information, rather than trying to derive it automatically. If no up is found on the pivot points, it will fall back to old behavior.
You can now also customize the range used for encoding. Previously this was hardcoded to 2048 (like in 3dsmax), but this has now been made a variable you can tweak. Lowering this number will give you far superior precision, and this change is coming to the max plugin soon too.
If you update Labs, drop down a NEW instance of PivotPainter you will have the improvements.
Additionally you can now provide an up vector, which the tool will use when encoding the information, rather than trying to derive it automatically. If no up is found on the pivot points, it will fall back to old behavior.
You can now also customize the range used for encoding. Previously this was hardcoded to 2048 (like in 3dsmax), but this has now been made a variable you can tweak. Lowering this number will give you far superior precision, and this change is coming to the max plugin soon too.
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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01 Apr 2021
New Tools
Updates
Bug Fixes
New Tools
- (18.5.529) Added Archive Project TOP. The Archive Project TOP node attempts to collect all, if not, most external file dependencies. It essentially facilitates cherry-picking external dependencies from a list, and fixing up references in the generated hip file for archiving. Tool courtesy of Jeffy Mathew Philip.
Updates
- (18.5.534) Updated the 1.0 version of InstantMeshes to be using the deterministic algorithm by default. Also cleaned up UI and added documentation. Note: This update is primarily for Mac users, since Windows + Linux have the 2.0 (HDK) version of the tool
- (18.5.532) Instant Meshes will now create the older version of the node when the user platform is Mac. This because the newest version of the tool does not work on Mac
- (18.5.529) UV Unitize now has a new mode called "Input UV Shell", which allows you to unitize entire UV Shells instead of simply unwrapping every face
- (18.5.525) Updated internals of Dissolve Flat Edges to use a __ prefix for the internal group names to avoid user created group conflicts. Also added a group parm
Bug Fixes
- (18.5.534) Fixed an issue in MapsBaker where using any other downsampling filter than point would produce bad seams in the output texture. This has been resolved by changing the order of operations (extrapolate boundaries first, then downsample)
- (18.5.534) RizomUV Unwrap with the mode set to custom group now works again. The tool will also no longer error when you click the group select dropdown when you dont have any edgegroups.
- (18.5.528) Fixed an issue in Vertex Animation Textures 2.1 where the content plug-in button doesn't work with Python3.
- (18.5.522) Fixed a small remaining issue in "Vertex Animation Texture 2.1" related to the last commit about missing name point attribute.
- (18.5.522) Fixed a bug with Vertex Animation Textures 2.1 rigid mode where if the name attribute is not present on points while the orient, rest, pivot attributes are, the ROP implicitly throws an error that doesn't give tell users to add the missing attribute. The fix ensures that if name is missing on points, it will be fetched from unpacked geometries, or created automatically if that fails too.
Houdini for Realtime » Labs Maps Baker -> Normal Transfer Problems
- Ambrosiussen
- 197 posts
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Hi,
Yes that issue should not exist with a daily build of Labs. If it does, please submit a ticket with support and I will take a look
Yes that issue should not exist with a daily build of Labs. If it does, please submit a ticket with support and I will take a look
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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15 Mar 2021
New Tools
Updates
Bug Fixes
New Tools
- (18.5.507) Added Concatenate Text TOP, which combines multiple textfiles into a single file.
- (18.5.500) Added Remove UV Distortion sop. It will try and remove distortion from pre-existing UV Shells by inserting new seams.
- (18.5.492) Added Labs Calculate UV Distortion, which will calculate the distortion amount on your UVs based on "Texture Stretch Metric" in "Texture Mapping Progressive Meshes", by P. Sander, J. Snyder, S. Gortler, and H. Hoppe. It is the same technique used by the default visualizer in Houdini.
Updates
- (18.5.515) Refactored the Terrain Texture ROP to use PDG under the hood (incl parm interface), and it no longer uses editable nodes. This makes it faster and easier to embed. The tool also got renamed to Terrain Texture Output to be in line with Houdini terminology
- (18.5.514) Added option to control the axis objects will be placed on when using grid mode in Align and Distribute. Also cleaned up UI
- (18.5.514) Changed output file naming scheme on Terrain Mesh Output node, so it matches the updated Terrain Texture Output which will be released soon
- (18.5.514) Refactored the Terrain Segment ROP and renamed it to Terrain Mesh Output to be more in line with Houdini terminology. It is now much faster and produces better meshing results. It is now also python 3 compatible and no longer uses editable nodes to export geo, making it easier to embed in other nodes.
- Did a big refactor of Inside Faces UVs to solve the issue where it outputs split geometry instead of just adding UVs without modifying topology. Also rewrote docs and UI to reflect that. Tool is now also compileable and uses group parms to expose more functionality to the user
- (18.5.501) PivotPainter 2.0 now has the option to export pow2 textures instead of perfect matches
Bug Fixes
- (18.5.515) Fixed issue on Substance Material SOP where it wouldnt cook when changing the SBSAR path, or when pressing reload.
- (18.5.515) Expression Editor now properly saves the config file in HOUDINI_USER_PREF_DIR on all platforms. Previously it would not on Mac.
- (18.5.504) Fixed bug in XYZ Exporter where an internal chref had broken and prevented exports.
- Obj importer will now sanitize the material names from the mtl file so that the material nodes inside it can use those names. Before, if a material had an illegal character like '+' we would fail to create the material node. I also added a try-except to the hda module in the LoadMTL function. If no mtl file is found, the node will no longer throw up an error window. The node will still have a warning message, but at least the user won't have to click out of anything.
- (18.5.501) Fixed issue in Boxcutter where it would throw an error when deleting the node while the tool state was active.
- (18.5.500) Fixed an incorrect chref in Calculate UV Distortion for the uv attribute to be used.
- (18.5.500) Fixed the bug where Labs Motion Vectors ROP didn't output correct screen space velocities and didn't render point velocites at all. Also fixed the bug where the last frame of the atlas was dropped due to a mistake in frame range calculation.
- (18.5.499) Fixed noise parms not being hooked up for all modes in Edge Damage.
- (18.5.499) Fixed an issue in PBR Shader on mac where the fragment shader was using "half" as a variable name, which is a reserved keyword on MacOS.
- (18.5.494) Fixed the issue in Vertex Animation Textures ROP where the Real-time Data / materials JSON file records "Soft" no matter what outputs method was used.
Technical Discussion » LABS Trim Texture Tool
- Ambrosiussen
- 197 posts
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Hi,
Very late to the party, sorry.... But useful for others in the future.
We have example files for all labs tools on the repo. Check out: https://github.com/sideeffects/SideFXLabs/tree/Development/hip [github.com]
I know this isn't ideal and you need to know about the files.. But it is the best we can do with the docs/example files system that Houdini provides for non-native tools.
Very late to the party, sorry.... But useful for others in the future.
We have example files for all labs tools on the repo. Check out: https://github.com/sideeffects/SideFXLabs/tree/Development/hip [github.com]
I know this isn't ideal and you need to know about the files.. But it is the best we can do with the docs/example files system that Houdini provides for non-native tools.
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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25 Feb 2021
Before the update, I would like to welcome a new member to the Labs team: Mai Ao!
Updates
Bug Fixes
Before the update, I would like to welcome a new member to the Labs team: Mai Ao!
Updates
- (18.5.487) Gaea TOR Processor is now able to use opdef: syntax for specifying TOR files. This means you can now embed the tool in HDAs and bundle the tor files
- (18.5.486) Data Diff TOP now supports FBX files. It will convert the FBX to bgeo internally before diffing
- (18.5.486) Filter by Value TOP now has a checkbox to invert the result of the filter (keep opposite
- (18.5.486) Filter by Value TOP now supports checking if an attribute "startswith", "endswith" or "contains" a certain substring. This works on both strings aswell as floats and ints. (It will just cast those to strings before comparing)
- (18.5.484) Fixed heightmap baking error in MapsBaker. Also added the support for baking Material ID maps
- (18.5.479) Static Fracture Export now exports packed prims to OBJ level with the pivot information stored on the OBJ level instead of baked into the geometry at sop level. This should make transforming the geo post operation (Ex in engine) a lot easier
- (18.5.479) Moved the help card for Ruler out of the labs_toolset.shelf file into a new directory help/shelf/ which is where all help cards for non-operator should now go. However, currently there is an issue where Right clicking the tool and going to Help, or hitting F1 while the state is active, opens a blank page
- (18.5.479) Add support for construction plane intersection to the ruler tool
- (18.5.478) The 2D WFC Solver is now py2 and py3 compatible. It should also produce identical results between the two. Note: This compatibility update resulted in a new definition, meaning already existing instances of the node will not be updated. Only new instances will
- (18.5.478) Rewrote Merge Small Islands to use the latest versions of measure and uvflatten inside. This should significantly improve stability and overall performance. NOTE: This is a version bump, meaning already existing instances of the node will NOT update for backward compatibility reasons
- (18.5.478) Added option to restore input scale for PivotPainter sop. Controls if the output of this sop should restore the geometry to Houdini units. This does NOT affect the exporting process of the node, and is only really useful if you want to do further processing on the geo before exporting
- (18.5.478) PivotPainter now has an output connector again at user request
- (18.5.477) Updated the documentation of Pick and Place to list all possible interactions with hotkeys
- (18.5.477) Updated Mapbox tool to fix some precision errors on the OSM data, aswell as cleaning up the interface and implementing new features. You can now disable attribution watermark (see docs on rules!), download sattelite data in different styles, and even provide your own style. Also updated documentation to reflect the significant changes
- (18.5.466) Released Unreal PivotPainter 2.0 support. There are some significant changes to the workflow, so be sure to read the updated documentation. The example file has also been updated to reflect these changes
Bug Fixes
- (18.5.485) Fixed an imageplane name issue in Substance Material sop. The basecolor for the principledmaterial now uses the "baseColor" coming from substance instead of the "diffuse". This better matches the shader in Houdini.
- (18.5.479) Fixed an issue in DemBones Skinning Converter where it would throw a permission error on instances of Houdini without administrator permissions.
- (18.5.478) Fixed regression in UV Visualize where scale 10 would result in a scale of 1 instead of 10.
- (18.5.477) Fixed shader definition issue on MatCap shader. (Required for newer builds of Houdini)
- (18.5.477) Expression Editor has been updated to 1.4.7. See http://cgtoolbox.com/houdini-expression-editor/ [cgtoolbox.com]
- (18.5.466) Added missing root to SkinningConverter. Also added instructions on how to export to a game engine in the docs.
Houdini for Realtime » How to use xyz_pointcloud_exporter
- Ambrosiussen
- 197 posts
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Hi,
The tool certainly has documentation if you press the help button on it. It is just very minimal since its a very simple tool.
We also covered it here: https://youtu.be/LHFN8ccf_8o?t=2274 [youtu.be]
PS: Whenever you get stuck on a tool, check out the example files we have on github for pretty much every tool in the toolset. If that doesn't help, contact support and we'd be more than happy to help
The tool certainly has documentation if you press the help button on it. It is just very minimal since its a very simple tool.
We also covered it here: https://youtu.be/LHFN8ccf_8o?t=2274 [youtu.be]
PS: Whenever you get stuck on a tool, check out the example files we have on github for pretty much every tool in the toolset. If that doesn't help, contact support and we'd be more than happy to help
Technical Discussion » Baking out various displacements to texture
- Ambrosiussen
- 197 posts
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Hi Matthew,
Before we start debugging, are you using the latest version of SideFXLabs? If not please try updating to the latest daily build.
The position map the MapsBaker generates is already normalized similar to what the substance baker produces. That is finding the bounding box of the geometry, and normalizing the position values based on the maximum extent of it. The result is RGB values in the 0-1 range.
As for baking arbitrary attributes, you can use the custom attributes multiparm found below the default maps the baker generates. Just specify the vec3 attribute you need and it will bake its values to texture for you. If you decide to bake to a non-hdr range image (png, jpg etc), make sure those attributes dont fall outside the 0-1 range or they will get clamped.
Before we start debugging, are you using the latest version of SideFXLabs? If not please try updating to the latest daily build.
The position map the MapsBaker generates is already normalized similar to what the substance baker produces. That is finding the bounding box of the geometry, and normalizing the position values based on the maximum extent of it. The result is RGB values in the 0-1 range.
As for baking arbitrary attributes, you can use the custom attributes multiparm found below the default maps the baker generates. Just specify the vec3 attribute you need and it will bake its values to texture for you. If you decide to bake to a non-hdr range image (png, jpg etc), make sure those attributes dont fall outside the 0-1 range or they will get clamped.
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- Ambrosiussen
- 197 posts
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IamBramerAmbrosiussen
Hi,
Just dropping in to announce I will be releasing PP2 in labs by the end of this week.
I just saw there was an updated video on the site for this so I popped over here and found this. Haven't had a chance to test this yet but you have no idea how huge this update is for me. It is such an essential part of what I'm trying to create for my game. THANK YOU!
Very welcome! Be sure to share some results once you have something cool to show
vinz
Hi Paul,
Thanks a lot for the update and Pivot painter 2 support!
I went through your youtube tutorial and was then trying to get a MAT with the PivotPainter2FoliageShader MF to work (the one that does the wind effect) but it doesn't seem to work as intended right now.
I think I've narrowed it down to the parentIndex not being correct, looking at the Set_Parent_Index attribute wrangle, I see :
i@parentIndex = max(len(hierarchysplit)-2, 0);
This seems to point to the parent hierarchy level but not the actual parent index?
for numberOfStepsFromRoot you have i@numberOfStepsFromRoot = max(len(hierarchysplit)-1,0); which is pretty close and makes sense.
Thanks for reporting this! Could you please file a bug with support so I can better track it?
Houdini for Realtime » Labs baker material names for UE4
- Ambrosiussen
- 197 posts
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Hi,
So the Quickmaterial node essentially reconstructs the material nodes inside of it each time you change the name parameter. Due to how PDG works with the `@` syntax for parameters (pulling data instead of pushing data), the callback for the name parameter doesnt get triggered, and therefore the name doesnt change.
What you could try is this:
1. With a wrangle or attribute create, just set the primitive attribute `shop_materialpath` to the value you want.
2. If you're on 18.5, create a primitive string attribute called `fbx_material_name` with the name you want.
So the Quickmaterial node essentially reconstructs the material nodes inside of it each time you change the name parameter. Due to how PDG works with the `@` syntax for parameters (pulling data instead of pushing data), the callback for the name parameter doesnt get triggered, and therefore the name doesnt change.
What you could try is this:
1. With a wrangle or attribute create, just set the primitive attribute `shop_materialpath` to the value you want.
2. If you're on 18.5, create a primitive string attribute called `fbx_material_name` with the name you want.
Houdini for Realtime » please help , Why Tree_leaf_generator reset leaves' normal
- Ambrosiussen
- 197 posts
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Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- Ambrosiussen
- 197 posts
- Offline
Hi,
Just dropping in to announce I will be releasing PP2 in labs by the end of this week.
Just dropping in to announce I will be releasing PP2 in labs by the end of this week.
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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15 Jan 2021
New Tools
Updates
Bug Fixes
New Tools
- (18.5.455) Added a new tool called Edge Damage in SOPs that will allow you to very easily add edge wear to your geometry. This is very useful to add some detail to geometry to for example make it look old. Not only useful to modify geo, but also to generate masks for shading purposes. Tool courtesy of Simon Verstraete.
Updates
- (18.5.457) VHDA dialog has been cleaned up a bit more to support longer filepaths. (auto resize). Added support for disabling version number. When creating a new asset, the end digits of the node names will be set as major version. Default Menu Entry (tab menu category) can be set by preferences
- (18.5.456) Released big update to RBD>FBX. It now uses the new hierarchy from attribute functionality found in the FBX exporters. This technically means this node could be deprecated, but since it is a convenient tool (and heavily used) it will remain in the toolset
- (18.5.455) Added docs to Edge Damage
- (18.5.455) Added support for 2-Edge Decoding and 2-Corner Decoding in the Wang Tiles Decoder SOP. Also added the required sample geometries that you need. Also updated the demoscene to show these in action
- (18.5.451) Implemented the ability to bake geometry using a name attribute as a bake mask in MapsBaker. This is disabled by default and needs to be enabled in the advanced settings under sampling
- (18.5.448) Exoside QuadRemesher is now py3 compatible on Windows (minor issue to be fixed on Linux&Mac in next few days). Also, the tool is now supported on Linux as per popular request
Bug Fixes
- (18.5.457) Fixed a bug in Destruction Cleanup where it would incorrectly merge & optimize pieces because of pieces going to sleep mid-sim in bullet. This should now no longer happen.
- (18.5.451) Fixed the number of points the Spiral sop generates. Parameter said 300, but the tool would generate 301. (mixed segments with points)
- (18.5.449) Fixed the attribute naming for Measure Curvature. Convex is now called convex, and Concave is called concavity, instead of being swapped.
- (18.5.449) Fixed bad parameter default value on AV Photogrammetry node. This would throw a warning when cooking.
- (18.5.449) Fixed issue in AV Photogrammetry where the editable nodes were configured incorrectly. This cause some warnings to not be promoted correctly.
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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Hi everyone! First of all, happy new year!
The below update contains the changes from December 1st - December 15th. It didn't get posted until now due to the holidays. The next update will be January 15th. Enjoy!
15 Dec 2020
Updates
Bug Fixes
The below update contains the changes from December 1st - December 15th. It didn't get posted until now due to the holidays. The next update will be January 15th. Enjoy!
15 Dec 2020
Updates
- (18.5.424) Added output node back to Filter By Value TOP. Also added help card for version 1.1
- (18.5.423) Extended Labs Filter by Value TOP to support filtering by greater than or less than a given value. Increased version to 1.
- (18.5.422) Added missing docs for Substance Material sop
- (18.5.421) File>Crash Recovery>Open Crashfile now supports hip files not on the same drive as the $HOUDINI_TEMP drive.
- (18.5.421) Removed Axis Align from SideFXLabs Shelf in Houdini. NOTE: Dropping down Axis Align has been dropping down Match Size for a while now, and that is the correct behavior. That node is the replacement for Axis Align
- (18.5.420) Updated AliceVision integration to support 2.3.0 / Meshroom 2020.1. (Be sure to download the new binaries attached to the tutorial!)
- (18.5.416) Moved the Edit Extra Sections Source Code option of the rightclick menu up to help people with muscle memory expecting type properties to be there
Bug Fixes
- (18.5.421) Updated Cut Geometry To Partitions TOP to fix loading error in newer versions of Houdini.
- (18.5.421) Fixed bug in AutoUV where existing hip files would complain about missing parms.
- (18.5.421) Fixed issue in Terrain Texture rop. This prevented it from being instantiated.
- (18.5.420) VHDA Renamed the "Reset Defaults" button to "Restore Factory Defaults" to clarify what things get reset to. Also fixed a bug where a created HDA would not work in all contexts. Also fixed minor wrapping issue on the asset creation window.
- (18.5.415) VHDA will no longer auto-update the type name if you modify the label. Also allowed the major version number to become 0, for cases where you dont want a version number at all. (0 will not add a ::0 to your type or .hda)
- (18.5.415) MapsBaker is now able to better write UDIM maps if shells cross two or more tiles. Previously it would cause streak artefacts in the output map.
- (18.5.415) Fixed issue in VHDA where the bump version dialog would crash when an HDA uses an invalid icon.
- (18.5.415) Pick and Place now preserves the normals (if found) of incoming geometry.
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
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@ndasilva
Inside the baker you indeed find a copnet, but the actual logic just happens in VEX. And in there youll find several tracing functions I use to actually do the baking. And those functions all take a “group” parameter (group string).
https://www.sidefx.com/docs/houdini/vex/functions/intersect.html [www.sidefx.com]
So you could use ad-hoc group creation as the argument to solve this problem. Eg “@name=piece1”.
Inside the baker you indeed find a copnet, but the actual logic just happens in VEX. And in there youll find several tracing functions I use to actually do the baking. And those functions all take a “group” parameter (group string).
https://www.sidefx.com/docs/houdini/vex/functions/intersect.html [www.sidefx.com]
So you could use ad-hoc group creation as the argument to solve this problem. Eg “@name=piece1”.
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
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ndasilva
Hey all.
I'm trying to do named baking similar to how substance does it. I can't seem to find a solution for this in houdini. It's simple enough to bake objects separately, but how to procedurally recombine those maps into one texture is where I'm getting stuck. Is this already supported? If not, how could I implement this?
Step 1 would be to file an RFE
If you want to do this yourself, the best way is to not bake once per named piece.. But modify all the tracing code inside the network to use a group string. That way youll only hit pieces you need, and only render one map
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
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jpikcells
Hi all,
What would be the best way to produce an 8k and a 4k map when using the Labs Map Baker?
I'm trying to cut down on the pipeline time, so I was hoping to be able to generate an 8k map, then just copy that, rename and resize to 4k somehow (probably using a python node for the file ops)
Or does Houdini have a better way of just kicking out separate bake maps at a different resolution without going through the bake process again?
Thanks for any pointers.
Hey! Welcome to the forum.
The MapsBaker is all done in COPs (try diving inside and you will find a cop2net1 node called all_bakes). Go in there, and you will see all the rops at the bottom that export the maps. You could attach something in the scripts tab, which gets triggered post cook. I would recommend just having it import you maps with a file node, run it through a resize cop and then export.
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