What is "Revert Baking" used for?

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pegot
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In what circumstances would one use this option in the new Baking feature?
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Goldorak
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pegot wrote:In what circumstances would one use this option in the new Baking feature?
https://twitter.com/otoy/status/681931787031846912
pegot
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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
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AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
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Goldorak
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pegot wrote:Sorry, that reference wasn't clear to me, I still don't understand :?
You can create custom camera lenses and shapes with geometry.

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.
cpm5280
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I'm the guy in the tweet above. I'll be testing this as soon as I'm back at work. We're hopeful that it'll solve an issue for us, will report back.
cpm5280
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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.
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Goldorak
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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.
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
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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.
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.
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.
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mojave
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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 ;)
Attachments
fisheye.orbx
Baking camera fisheye camera setup
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cpm5280
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mojave wrote: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 ;)
VERY much appreciated. Thanks for posting.
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