Baking Problems with different UV Channels

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Baking Problems with different UV Channels

Postby siha » Fri May 25, 2018 7:36 am

siha Fri May 25, 2018 7:36 am
Hi,

I have a question concerning texture-baking.
The problem I'm facing is to get the baking from one-UV-set to an other.
explanation: I've got a plane with regular UV-mapping. After baking this one out, the result is a stretched texture.
So I tried to "unwrap" this plane and get a non distorted UV-Layout, which messes up the texture itself... as it doesn't fit anymore.
Now I wanted to make use of the UV-set-feature inside the Camera-tag where I tried to bake the texture from first UV-layout onto the second UV-layout...
but the result is the same... is this a bug or do I miss the point of this feature and have a wrong understanding of it.

How do I even know the numeration of the UV-sets... where can I see (if there are 2 or 3), which one's the first, second or third... or is C4d just looking how they are arranged.
I'm using C4D R19 and Octane 3.08.

Many thanks in advance!
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Cinema4DUV-set-example.zip
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Re: Baking Problems with different UV Channels

Postby bepeg4d » Fri May 25, 2018 10:07 am

bepeg4d Fri May 25, 2018 10:07 am
Hi,
since in c4d you cannot define the UV set, like you can do in other apps, you need to change the order of the uv tags in the Object manager:
Screen Shot 2018-05-25 at 12.02.16.png

the first uv tag encountered is taken into account:
Screen Shot 2018-05-25 at 12.02.29.png

You could use the Take system to automate the process.
ciao Beppe
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Re: Baking Problems with different UV Channels

Postby siha » Fri May 25, 2018 11:29 am

siha Fri May 25, 2018 11:29 am
Thanks for clearing this out for me.
Now my real problem is...
while the shadow gets compressed to the new UV-Set, why doesn't this happen to the actual texture itself, which is what I tried to achieve.
At the moment the texture just gets cut away.
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Re: Baking Problems with different UV Channels

Postby bepeg4d » Fri May 25, 2018 1:53 pm

bepeg4d Fri May 25, 2018 1:53 pm
Hi,
that's what you are actually doing, the texture is cutted, instead of been used completely, it's the same also in Viewport.
What is exactly your goal?
Have you seen this document about Baking, and in particular, how to bake multiple objects?
Texture Baking
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Re: Baking Problems with different UV Channels

Postby siha » Fri May 25, 2018 2:11 pm

siha Fri May 25, 2018 2:11 pm
Thx for your time.
Yes I went through it. Maybe I just have a wrong idea of how UVs work.

Maybe this attached image will give you a better understanding what exactly my goal is.
(e.g. coming from flatmapping and want to bake this into a compressed UV.)
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goal.jpg
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Re: Baking Problems with different UV Channels

Postby bepeg4d » Fri May 25, 2018 2:19 pm

bepeg4d Fri May 25, 2018 2:19 pm
Ok, but do you want to obtain something similar to this at the end?
Image
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