Baking Maps

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

Hi.

I was wondering if it is possible to bake maps?

Right now i have a object shaded with Octane glossy material, with mix materials and other procedurals in Diffuse, spec,gloss and bump slot.
What i now want is to bake out these to maps that i can use in other software like unity forinstance.

So what i have done is unwrap the object so it is innside the 0-1 UV space with no overlap.

Created the Baking camera and set the baking group ID.

And everything bakes fine, it it contains the light of the scene.....
So i have tried turning off all the light and just keep a white solid, but it still bakes some sort of ambient light to the map.

Also, ideal would be to get the different maps seppart.
So i looked in to the render elements and found the reflection filer, roughnessfilter and the diffuse filter.

And these work almost perfectly. They dont contain the light information wich is good, and i get the separat map types. The problem here is that things like the Dirt node doesn't get baked in the diffuse.
(On this object i use Dirt inverted to get some wear on the edges)

So i am a bit stuck.

Cheers
-Mats
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http://www.stir.no
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

or might it be a bug?

Because i just realised the active render shows the diffuse filter with the dirt on the edges while the one rendered does not.
Attachments
Octanebake.png
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http://www.stir.no
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

well guess who feels stupid now......

There is 2 different Diffuse filters....Info and beauty....... * sight *

Sorry for the trouble!


Best regards
-Mats
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http://www.stir.no
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

Another question regarding baking maps,

this time more specific Normalmaps.

I am trying to bake the bump/displacement details in to a normalmap. I dont know if Octane supports this but it has some different normal options under render elements that looks like it could work.

I have Shading Normals
shadingnormals.jpg
It has some of the details but the overall color looks wrong.

Then i have tangent normal.
tangent.jpg
It sounds more correct and has the color neede, but not the details.

Any ideas on this?

best regards
-Mats
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http://www.stir.no
User avatar
paride4331
Octane Guru
Posts: 3821
Joined: Fri Sep 18, 2015 7:19 am

Hi Stir,
as far as i know, you can not have normal map about displacement, with bump texture is tangent texture pass.
Yu can use 3dsMax displace modifier, convert to poly, then baking.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

Ah, ok.
Thanks for clarifying paride4331 :)
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http://www.stir.no
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

Hey, i got another question regarding baking maps so i am just gonna continue on this thread if thats ok.

I seem to have broken something.

Before i could sett "Uv set = 2" on the baking camera and it baked the unwrap i had in the Unwrap 2 channel.

Now it seems octane only is able to bake Unwrap channel 1. If i change it to channel 2 it only render black/transparent.
Change it back to 1 it renders fine.

Since this have worked fine earlier, there must be a setting i have turned on or off that disrupts this feature. Any idea what it could be?

best regards
-Mats
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http://www.stir.no
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

Intresting.

I seem to have pinpointed it down to the Displacement node in the shader for the Object.
If i remove the Displacement node, or the texturemap in the node it is able to render channel 2.

If i then reaply the texture map to the displacement node it dissapears......
And if i keep the displacement and map and change to channel 1 it works.

Is there a strange limit i dont know of? No displacement allowed to render in uv channel 2 when baking maps :D ? sounds strange.

Any ideas for a workaround on this one.
I am running Octane 3.06.4 - 4.38 on 3Ds max 2016

Cheers
-Mats
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http://www.stir.no
User avatar
paride4331
Octane Guru
Posts: 3821
Joined: Fri Sep 18, 2015 7:19 am

Hi Stir,
you should have coherence ID between UVW map, bakink camera and baking Group ID (select object> rightclick> Octane proprierties).
Have you tried it?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
stir
Licensed Customer
Posts: 101
Joined: Sun Apr 10, 2016 7:12 am

Hey Paride.

yes i have made sure the UV channels between object and camera is correct.
And same with baking gorup between camera and objekt.

I dint have time to debug it closer. So i simply removed the displacement node in the shader and applied a bumpmap instead. Everything worked fine then.

Its strange tho. In UV channel 1 it can bake displacement and in 2 it cant.

Cheers
-Mats
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http://www.stir.no
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