enricocerica wrote:Maybe I don't understand the purpose but Imo you cannot bake based on one UV projection and apply the result on a different UV projection. Well technically, yes you can but you may expect some unpredictable result.calus wrote:Arg, my scene must be confusing because of the displacement, so you missed my point I think.bepeg4d wrote: Hi Pascal,
in your scene, the Baking texture projection is set to UVW-Planar mode, so it is not uniformely wrapped on the torus.
If you change the Projection to Mesh Uv, and connect the Baking Texture also to Diffuse, here is the result: The texture is distributed in the same way, and you can see the little gap in conjunction, because the baked noise is different in the borders, but it’s an expected behavior, and obviously the procedural noise does not have this kind of issue.
Hope that it make sense.
ciao beppe
This is the procedural noise that is using XYZtoUVW projection, not the BakingTexture node, the bakingTexture node use UVprojection.
And this is on purpose, because the point of a bakingTexture node is to convert a texture from a projection space to the UV space, else well this is a useless node that can only bake texture from UVspace to UVspace
So do you confirm this is a limitation of the bakingTexture node ? (only support UV procedural texture as input)
But in this case I think it's a bug because using different projection for the input procedural texture I get different with very weird projection...
Not agree, basically we are saying the usage for many years this is done in maya we are baking triplannar or camera projection on UV map you do that when you paint with Zbrush,Mari and etc.
The Idea of baking texture is just bake into texture the results you have like the camera baking. The camera baking does but you need save the texture and etc.
You are confused with the actual texture and the baking texture, Baking texture always will bake on UV, of corse you can't bake a projection... one other example Substance painter right at the core is just bake projection on UV sets.
Hope you understand now our point.
Cheers,
JO