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Re: Baking Maps

Posted: Wed Oct 04, 2017 3:31 pm
by paride4331
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

Re: Baking Maps

Posted: Wed Oct 04, 2017 5:58 pm
by stir
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

Re: Baking Maps

Posted: Thu Oct 05, 2017 9:37 am
by paride4331
Hi stir,
it's almost clear now, but what is not clear to me is why bake the displacement?
Regards
Paride