In this lecture we are going to take a look at how to use Houdini’s Texture baking tool. This will allow us to bake out all of our high resolution information, onto our low resolution game model. We will also prep the High Res Wall with vertex colors so we have color selection masks to use in Substance Painter. By the end of the course we will have the final low resolution ready for our game engine with its textures baked out.

COMMENTS

  • Allegro 5 years, 6 months ago  | 

    I'm not sure what is different between our set-ups... or if it's just a case of different version of the plug-ins but I was getting quite mangled textures when I followed the tutorial. To fix it, I had to set up a Cage Mesh.

    If you have similar problems, you should be able to:
    * object merge the LOW mesh into a new object
    * in that new object, use a peak sop to push the geo out .1 units
    * in the sop simple baker, point to that object in the Cage Mesh parameter.

  • DevoStevo 5 years, 5 months ago  | 

    When I tried my bake I get the following message:
    "Traceback (most recent call last):
    File "<stdin>", line 1, in <module>
    File "opdef:/gamedev::Sop/sop_simple_baker?PythonModule", line 4, in render
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\houpythonportion\ui.py", line 706, in decorator
    return func(*args, **kwargs)
    File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/houdini/python2.7libs\hou.py", line 49868, in render
    return _hou.RopNode_render(*args, **kwargs)
    OperationFailed: The attempted operation failed."

    Anyone know how I'd fix this? I just installed the Game Dev plugin so something has gone wrong somewhere. I'm using non-commercial license but don't know if this has anything to do with it.

  • DevoStevo 5 years, 5 months ago  | 

    Looked on forum and found fix. Turn down render resolution on sop_simple_baker node to 960 x 960.

    Apparently Apprentice license restricts render size due to no Mantra license included (or something like that). Bummer.

    On the up side, at least I can continue following the tutorials. My high poly to low poly bake seemed to work OK;-)

    • XRulescu 5 years, 3 months ago  | 

      Thank you man

  • EKurtz 5 years, 2 months ago  | 

    I'm using Houdini 17 Indie - bake seems to work as I get the correct textures in my render folder. However, they don't show up on the model view in the simple baker node as they do in the tutorial? Did I do something wrong?

  • Rhuan 4 years, 11 months ago  | 

    Great series!! i really enjoy it! In this part though i was a bit dissapointed since the bake wasnt great. Your posts grabbed alot of information from the planks. I think you could have showed the bake using an explode node?

  • glassbottommeg 4 years, 3 months ago  | 

    Couple of things I had to do:

    - When you don't have a pre-made texture that's being loaded in somehow, the result of the bake will look broken, if you're using the R G B marker colors on the high-res. The bake mesh is showing some combined preview, and for me it made the posts turn entirely black. The data seems fine, though, and if you go back and give the posts and planks normal brown-ish colors, you'll probably see that the bake looks normal. White or grey but, normal.

    - If you get strange lines and zebra patterns around plates where you put UV seams, go back to your UV arrange node and increase the margins. Those weird zebra patterns are what you get when your UVs start overlapping between parts.

    - The bake produced by this tutorial will likely have broken spokes where the planks are behind the posts. You need to merge, explode, then re-split the meshes to get around this. Took me maybe 2 minutes, this video covers the process: https://www.youtube.com/watch?v=p3GN8TUjy9A&feature=emb_title

    • glassbottommeg 4 years, 3 months ago  | 

      (that would be "zebra patterns around the places" and "broken spaces", sigh, typos)

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