Baking camera

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Alteris3D
Licensed Customer
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Joined: Wed Aug 31, 2016 8:03 pm

I'm getting some strange results from the baking camera. The LW baking camera is working as expected, but the octane baking camera is giving me a strange pixelated result.
Octane bake.jpg
This is my UV map from modeler
UV map.JPG
Octane render
thumbnail.png
Thanks in advance for any help or suggestions.
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ryanroye
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Make certain the following conditions apply to your UV map:

- No overlapping uvs. Octane cannot currently do proper baking if multiple polygons occupy the same space. This means "mirrored" uv maps are no good for baking.

- Every polygon in the entire object must be assigned somewhere in the UV map, even if parts of the model do not need baking.
Alteris3D
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Thansk @ryanroye,

Yes, I've checked the model and the map and there are no overlapping polys and no ploys that are not part of the map.
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mojave
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ryanroye wrote:- Every polygon in the entire object must be assigned somewhere in the UV map, even if parts of the model do not need baking.
This assertion should not be correct, have you tried to use baking of partial geometry? If this doesn't work we should look into it.
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mojave
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Alteris3D wrote:Thansk @ryanroye,

Yes, I've checked the model and the map and there are no overlapping polys and no ploys that are not part of the map.
Have you tried using standalone? If not, could you please export your scene and give it a try?

Is there a way you could share your scene or part of it to check what the problem might be or at least share details about your setup (displacement, baking settings, etc..)?

Thank you.
Alteris3D
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Thanks @Mojave,

I can't post the scene to the forum as the data is from a proprietary CAD file. However the setup is fairly simple. No displacements, I have a glossy material and a diffuse material mixed for the wheel surface. The render target screen grab is attached. Nothing but the basics really, I've only been using Octane a couple of weeks now.

I created the UV map for the wheel by cutting out the inside areas of the spokes, creating object morphs for them and flattening them out, manually dragging points here and there to keep geometry from overlapping then making planer UV's for everything besides the outer and inner edges of the wheel, where I used cylindrical mapping. Then I put everything back together and merged the points. All triangles.

I saved my steps in modeler, I am going to go back and look at the maps of some of the elements by themselves and try to bake them and see if I get different results. Thanks for the reply, if you see something glaring in my setup, please let me know.
render target.JPG
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mojave
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Joined: Sun Feb 08, 2015 10:35 pm

There's not much I can get from that capture, however you may try a couple of things:

- Render the wireframe view using the info kernel and enable wireframe backface highlighting. If the model's normals would be flipped that could cause this and you should see some red faces in your render.
- Increase your kernel epsilon and let me know if you get anything different.

If none of these work, it would be great if you could share just a small part of your scene with which this can be reproduced.

Thanks.
Alteris3D
Licensed Customer
Posts: 36
Joined: Wed Aug 31, 2016 8:03 pm

@mojave,

So, as I went back to try isolating the parts, I realized I could send that one piece of the object without risk, so I am attaching the packaged scene file here. I'm sure it's probably something I'm doing wrong. I'm still having the same issues with this one piece as I was with the whole object. No, I haven't tried this yet in the stand alone version.

Thanks,
Attachments
OctaneBaking.zip
(1.2 MiB) Downloaded 149 times
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juanjgon
Octane Plugin Developer
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Location: Spain

Let me check your scene. I get this render here, but I am not sure if it is right ... investigating.

-Juanjo
Attachments
image-001222.jpg
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juanjgon
Octane Plugin Developer
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Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Well, the baking of this object seems right to me (I've removed the shaders to see it better). Could be a ray epsilon issue?

Thanks,
-Juanjo
Attachments
image-001223.jpg
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