Hi stir,
it's essential to have IDs matching, I do not think it's a issue.
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... light=bake
https://docs.otoy.com/StandaloneH3_06/S ... light=bake
Regards
Paride
Baking Maps
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- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Thanks for trying to help paride.
But have you tried it yourself?
I am currently running
3Ds max 2016 SP4 extension 2
Octane 3.06.4 - 4.38
Windows 10 x64
3x Nvida 1080Ti
The way to recreate it is as follows.
1 - Open a new 3ds max scene
2 - Create a plane and apply a octane glossy material to the plane.
3 - Create a lightsource so you can see the plane when rendering.
4 - Add a unwrap modifier - Change the channel to 2 - click abandon on the request - Just edit the uv so it looks different from the one in channel 1.
5 - Make Plane Baking group 3 (right click - octane properties)
6 - Create a octane camera- make it a bake camera - sett the baking group to 3 and the uv channel to 2
If you now render you will see that it works. you'll see the uv's you made for channel 2 with the default color of the glossy shader.
Then go in to the shader that is applied to the plane, add a displacement node, then a texture - rgbimage and chose a image.
if you now try to render it's totaly black.
If you now change the camera uv channel to 1 its fine but with the uv of the channel 1.
I would really appreciate it if some one could try this and confirm if it works for them or not. That way i can see if its something on my end fucking it up or if its otoy
-Mats
But have you tried it yourself?
I am currently running
3Ds max 2016 SP4 extension 2
Octane 3.06.4 - 4.38
Windows 10 x64
3x Nvida 1080Ti
The way to recreate it is as follows.
1 - Open a new 3ds max scene
2 - Create a plane and apply a octane glossy material to the plane.
3 - Create a lightsource so you can see the plane when rendering.
4 - Add a unwrap modifier - Change the channel to 2 - click abandon on the request - Just edit the uv so it looks different from the one in channel 1.
5 - Make Plane Baking group 3 (right click - octane properties)
6 - Create a octane camera- make it a bake camera - sett the baking group to 3 and the uv channel to 2
If you now render you will see that it works. you'll see the uv's you made for channel 2 with the default color of the glossy shader.
Then go in to the shader that is applied to the plane, add a displacement node, then a texture - rgbimage and chose a image.
if you now try to render it's totaly black.
If you now change the camera uv channel to 1 its fine but with the uv of the channel 1.
I would really appreciate it if some one could try this and confirm if it works for them or not. That way i can see if its something on my end fucking it up or if its otoy

-Mats
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi stir,
it's almost clear now, but what is not clear to me is why bake the displacement?
Regards
Paride
it's almost clear now, but what is not clear to me is why bake the displacement?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid