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How do you bake a UV Map - Normal, Mat ID etc
Posted: Tue Mar 29, 2016 3:22 pm
by 3dreamstudios
I'm trying to bake out a UV map with normals, mat id's etc. I know how to add them into the render pass module but I'm not finding how to make it bake the actual UV Map not the camera view. Thanks.
Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Tue Mar 29, 2016 3:30 pm
by juanjgon
For baking maps you need to use the baking camera.
-Juanjo
Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Tue Mar 29, 2016 3:36 pm
by 3dreamstudios
Yea I thought it would be something like that...but I must be overlooking it. This is all I have in the render targets.....and I don't see it anywhere else. hmm..
Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Tue Mar 29, 2016 3:40 pm
by juanjgon
This is an Octane 3 feature. You need to install the Octane 3 alpha plugin again to your layout to expose the new camera node (remove the old plugin and add the new one again)
-Juanjo
Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Tue Mar 29, 2016 3:42 pm
by 3dreamstudios
juanjgon wrote:This is an Octane 3 feature. You need to install the Octane 3 alpha plugin again to your layout to expose the new camera node.
-Juanjo
Ah ha. I thought this was in one of the early versions of 2x must be remembering it wrong. I'll plug 3.0 back into the system and try it there! Thanks Juanjo!
Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Wed Mar 30, 2016 1:53 pm
by 3dreamstudios
Ok, found the baking camera as you mention in 3.0. I'm not figuring out how to make the baked image say 2048x2048...the lw camera is not being referenced it seems for this size/scale. I don't see that option anywhere inside Octane...I'm sure I'm missing something.
Typically baked UV's will be some dim square. 512x512 1024x1024 etc... Please point me to what I'm missing

Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Wed Mar 30, 2016 1:58 pm
by 3dreamstudios
Ah, may have found it. IPR was bringing up 1280x720...I did not have that anywhere in my setup. But it seems an F9 renders the actual dimensions I have setup. Might want to take a look at this in the alpha build....or let me know the reason. I feel it would be better to see IPR pull resolution/dimension from camera just like an F9 or F10 will. Thanks.
Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Wed Mar 30, 2016 5:10 pm
by juanjgon
This is known issue ... the IPR gets the camera resolution the first time you open it and remembers it forever until you load other scene. If you load the scene again with your square resolution, the IPR should work fine.
This is a side effect of the feature that makes possible remember the IPR size if you close it and open it again.
-Juanjo
Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Wed Mar 30, 2016 7:11 pm
by 3dreamstudios
So does "known issue" mean this is not going to be the normal workflow in the future release?
I would hope that every time you open IPR it would look at the camera settings currently set, it has to load everything up anyway, why not just call that request and get the new dimensions then. I hope this can be addressed.
Re: How do you bake a UV Map - Normal, Mat ID etc
Posted: Wed Mar 30, 2016 8:33 pm
by juanjgon
Sure! I want to add a function to check the changes in the camera resolution to adjust the IPR aspect ratio.
-Juanjo