Hi there!
I have a question that I can't quite work out myself and wanted to see if anyone here had any input. I have a mesh in my scene that I am doing texture baking on to generate some unwrapped image sequences. This mesh has properly layed out UVs and looks correct in the render. However, I have a second mesh which is essentially an animated set of thin lines which "scan" over the surface. These lines are basically just extruded wires which are clamped to the surface, and set up with an emissive material. My problem is that when I bake, I can only see the light those meshes are casting onto the surface of my UVd mesh (obvious behavior, as it is the object with the baking ID currently being rendered), however what I would like to do is essentially trace the scene using this same baked layout, without excluding objects that rest in front of the UVd mesh. Is there any way to accomplish this?
Many thanks
Ian