Baking texture to Unity

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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vesta
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Joined: Sun Feb 19, 2017 7:33 am

hello
I'm using Cinema 4D and I did a project in Octane and client asked me to send them the project with baked textures (and light of course, I used an hdri) that they'll use in Unity, is there a workaround to do that? thanks
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bepeg4d
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Hi,
you need to use the Baking Camera:
http://www.aoktar.com/octane/Baking.html
with Beauty, and Materials passes + Texture Tangent Info pass for Normal maps:
http://www.aoktar.com/octane/MaterialPasses.html
Then recreate the scene with standard c4d materials and baked maps.
When the scene works in c4d OpenGL, it is ready to be exported to Unity.
ciao Beppe
vesta
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thanks a lot Beppe!
I'll give it a try and let's see what happens
thanks
Giuseppe
vesta
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hello Beppe
sorry, I have the scene as you can see the one attached, I don't used texture images, only parametric shaders.
To do correct texture baking I should do? UV UNWRAP for every single object? Or can I connect a whole piece of structure for example and do UV UNWRAP the whole piece?
thanks a lot
Peppe
vesta
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I'm testing the export workflow of a baked texture object.
I test a simple cube, I UV uwrapped it and exported the texture map with camera baking tag selected but the material quality doesn't match, when I render the cube in standard mode looks awful. I attached the two cubes (octane one and standard result) for comparison.
thanks a lot!
Attachments
cube_octane.png
cube_standard.png
frankmci
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As I mentioned in the other thread, and to simplify the idea: if you are baking both the color and illumination into your textures, you do not want any other illumination of the surfaces. The baked material itself provides the luminance. Adding other light sources will just make it look flat/over exposed/generally odd. And that's really the point; things render a whole lot faster when you don't have to calculate all those extra, pesky, bouncing rays.

viewtopic.php?f=30&t=72561
Animation Technical Director - Washington DC
vesta
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Joined: Sun Feb 19, 2017 7:33 am

thanks a for the reply, it's the first time I'm doing this thing, clearing my mind now.
I did a test and seems working like shading/shadow and quality overall but there are some strange black things, I attached the octane and standard render screeenshot.
Maybe I'm doing something wrong with UV unwrapping?
thanks a lot
Giuseppe
Attachments
openGL_render.png
octane_render.png
frankmci
Licensed Customer
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Location: Washington DC

Yes, that does look like a UV problem. Try looking at your baked textures overlaid on the UVs in the UV Edit window in C4D. It should show a nice, orderly, non-overlapping surface with the texture corresponding to the geometry in a logical way. With complex geometry it can get a bit tricky, but for your scene, it should be very obvious if your layout has a problem. For example, here are the textures and corresponding UV spaces from that little sample I made yesterday. The fuzzy bits around the sides of the cube texture are padding to help hide the seams where different UV patches meet, and are supposed to be there.
Attachments
Basic UVs and Baked Textures
Basic UVs and Baked Textures
Animation Technical Director - Washington DC
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