What is "Revert Baking" used for?
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
In what circumstances would one use this option in the new Baking feature?
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https://twitter.com/otoy/status/681931787031846912pegot wrote:In what circumstances would one use this option in the new Baking feature?
Sorry, that reference wasn't clear to me, I still don't understand 

Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
You can create custom camera lenses and shapes with geometry.pegot wrote:Sorry, that reference wasn't clear to me, I still don't understand
For example, make a sphere, and instead of baking the sphere's surface (default), this flag will turn it into a spherical shaped camera - like the built in panorama projections. You can take this further using any mesh shape in place of the sphere to define your own types of panoramic camera projections.
So I have a scene I'm playing with this on. I've added a baking camera, ticked "revert baking," assigned a new baking ID to the mesh I want to use, and connected the baking camera to render target. Getting all black output, so am quite sure I'm doing something drastically wrong.
Continuing to play with it.
If anyone has a working demo file they want to share, i'd find it useful.
Continuing to play with it.
If anyone has a working demo file they want to share, i'd find it useful.
Just to confirm are you using the mesh as a camera volume? Could you share a screenshot of what it looks like when the baking is not flipped? Also, an ORBX package if you can may help.cpm5280 wrote:So I have a scene I'm playing with this on. I've added a baking camera, ticked "revert baking," assigned a new baking ID to the mesh I want to use, and connected the baking camera to render target. Getting all black output, so am quite sure I'm doing something drastically wrong.
Continuing to play with it.
If anyone has a working demo file they want to share, i'd find it useful.
Coming back to revisit this topic. I don't have something working right now to post, but have been able to get baked output from individual meshes, but not using a mesh "lens" for the scene as described above. I think I just don't understand how to set it up, or am missing something fundamental about what's expected.Goldorak wrote:Just to confirm are you using the mesh as a camera volume? Could you share a screenshot of what it looks like when the baking is not flipped? Also, an ORBX package if you can may help.
My original post on twitter had been about wanting a true "fisheye" camera for Octane, i.e. similar to what VRay's "VrayCameraDome" output looks like - a perfect 180 degree fisheye render, which for our purposes is precisely what we need. So that's what I'm trying to set up. If anyone is fiddling with reverse baking and has anything I can look at, I'd appreciate it.
Hi guys,
I'm posting a sample scene setup using a hemisphere geometry to render a fisheye camera using the baking camera functionality and the "Revert baking" option.
I hope it helps
I'm posting a sample scene setup using a hemisphere geometry to render a fisheye camera using the baking camera functionality and the "Revert baking" option.
I hope it helps

- Attachments
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- fisheye.orbx
- Baking camera fisheye camera setup
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