I feel like it is a mine field of things that could go wrong. I finally figured out that the “uv object” can either be your high rez geometry OR your low-rez geometry depending on if you have low rez geometry to project on… (i think?)
That is super confusing! there really really should just be one slot for hi-rez and one slot for low-rez.
I'm still not entirely sure what the cage geometry is supposed to be. Is it supposed to be the same topology as the hi rez or the low rez? or does it depend? how exactly are you supposed to create it? do you just scale it by 1.1 or something? Does it matter if it is penetrating your other geometry?
My other huge problem is that i have no idea how I can scope all of these attributes before wasting time baking folder after folder full of black or grey squares….

Is there something like the geometry spreadsheet where I can just see a bunch of numbers and make sure they aren't all zeros?
I'm assuming that the shader is appled to the object plays a large role in determining the output from this ROP. Is there a recommended shader for texture baking?
Can we maybe put together a hip file that is set up properly to bake out every single map that is available to bake, and then maybe stick it in as example on the help card?
I'm pretty sure I can't be the only one confused by this thing… help!!!!!

