Hi!
I tried to bake texture+displace from a poly geo to uv space using mantra-u.
When i applied poly as subdivision attr to obj level, the mantra node/rendered view/ jumped back to the assigned/mantra node/ cam view,so the rendered picture was not a uv spaced baked texture but a simple rendered pic from the camera.
If i turned off the subdiv attr everything goes fine, it bakes into uv space.If i use poly as subdiv attr on global mantra node it works ,but with displacement map it gives artifacts all around in the baked map.Am i missed something?Is there any way to bake back correctly my full/shaded+displaced/ AND subdived geo tu uv space?
thanks in advance
Ashraf
texture bake+subdiv problem
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Thanks for the reply.
The problem is that i would like to use this baked stuff not for texturing purposes but for a prepass for my shading network.
I would like to implement our existing shader into mantra/from mentalray/ but it needs a prepass/like lightmap generation in mray/.
This prepass is actualy a texture bake into uv space,but it needs to contain all the detail of the object:displace,normals,lights,some of the shading maps….
Without those the shader could not get the right data in the second pass./i used 2 mantra node connected to each other, first the “baking” the second is the final render ./
So what i tried to get is a simple mentalray like lightmap pass wich runs on all the necessary objects and bakes every surface data back into some map.
The problem is that i would like to use this baked stuff not for texturing purposes but for a prepass for my shading network.
I would like to implement our existing shader into mantra/from mentalray/ but it needs a prepass/like lightmap generation in mray/.
This prepass is actualy a texture bake into uv space,but it needs to contain all the detail of the object:displace,normals,lights,some of the shading maps….
Without those the shader could not get the right data in the second pass./i used 2 mantra node connected to each other, first the “baking” the second is the final render ./
So what i tried to get is a simple mentalray like lightmap pass wich runs on all the necessary objects and bakes every surface data back into some map.
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