juanjgon wrote:Hmm, perhaps the problem is that I'm talking about baking the scene lighting, not building pbr texture maps. I suppose that the Octane baking feature is designed to bake the scene diffuse/GI and AO lighting, not to bake texture sets, but I can be wrong. To be honest, I'm not an expert in lighting or texture baking for game engines.
Thanks,
-Juanjo
Fair enough...nor am I! lol. Just trying to learn how to best take my Octane Assets from LW and get them into Unity for our VR projects. Did not want to have to go into Substance or other packages and re-do every material.... But may have to.
I don't know why the correct layers couldn't be baked out from Octane, it has to know what those are in it's buffers (or whatever) at render time, to render the surface properly.
Is that something you could ask someone at OToy about? I thought I had seen this exact thing in the C4D implementation... But again, I'm not super knowledgable about the workflow.