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Texture baking

Posted: Thu May 26, 2016 10:18 pm
by mikefrisk
This is from last year
Texture baking

We also started working on texture baking. Currently we've got a first version running to bake diffuse surfaces. The way it works is that you set a "baking camera" as camera node and partition your geometry using baking IDs. In the baking camera you can then pick the ID you want to bake and it just renders the texture out. It also extrapolates the baked texture to avoid black edges. And of course, you can use the render passes to bake out various channels and stuff. Please be aware though, that the UV map needs to provided by the geometry and is not created by Octane.
I tried using a surface baking camera but octane renders a blank screen. Is there something special I have to do?

Re: Texture baking

Posted: Thu May 26, 2016 10:25 pm
by juanjgon
The backing feature should be easy to use. You only need to add the baking camera ... the main problem can be that the objects must have a valid UV map, that will be used to bake the textures over it.

-Juanjo

Re: Texture baking

Posted: Fri Jun 10, 2016 5:20 am
by mojave
You may find information about how to setup your scene for baking in the 3.0 new features post.

Re: Texture baking

Posted: Fri Jun 10, 2016 4:42 pm
by ryanroye
I've also noticed that any loose points in the UV map mesh (a common problem in Lightwave UV mapping workflows), can result in rendering errors when baking. One should be able to move the polygons in the UV map without leaving behind points.

Re: Texture baking

Posted: Mon Jun 13, 2016 7:30 am
by juanjgon
Can you please show us a sample of the problems you have with the UV maps? The plugin doesn't have tools to edit the UVs, but perhaps other users with experience working with texture maps for baking could help you.

Thanks,
-Juanjo