texture baking bump/normal maps
Posted: Mon Feb 26, 2018 4:26 pm
Hi there friends,
I love building procedural textures in octane. That works great for all the videos that I make where I render things out using octane. But a client wants us to convert some of the objects in these videos for use in Sketchfab where one of their customers can rotate the object around in 3D. To do that I have to rebuild the texture using sketchfab's materials. What I'd love to do is to bake out my texture (without shadows) to something that I could just reapply to the UV'd object in sketchfab. I've read through the texture baking process which has worked out great. I'm able to bake the diffuse to the UV using a bake camera. (I light the scene with an white HRDI to give it even lighting.) That works fine. However, I'm not quite sure how to bake out a bump or normal map.
There doesn't seem to be any option of exporting the map for the bump channel, and none of the normal options seem to export what I think of as an actual normal map.
You can see my sample scene here:
https://www.dropbox.com/sh/3u9jg28bdesf ... 1MC6a?dl=0
_v3 is the most relevant.
Do you have any suggestions on how to accomplish this?
Two other quick questions while I have your ear:
1) The main output of the bake texture seems to satisfy what I'm looking for in being able to reapply an image onto the model in a different program. But I'm confused by what "diffuse filter" is. That one seems to be ignoring the variation in color that the dirt shader is applying to the trim of this object.
2) This is unrelated but can anyone direct me to a good tutorial or write up about the best methods of re-combining a multi-pass image in after effects? I have a hard time getting it to rebuild to the beauty pass in a way where the two match appropriately.
Thanks
Ryan
I love building procedural textures in octane. That works great for all the videos that I make where I render things out using octane. But a client wants us to convert some of the objects in these videos for use in Sketchfab where one of their customers can rotate the object around in 3D. To do that I have to rebuild the texture using sketchfab's materials. What I'd love to do is to bake out my texture (without shadows) to something that I could just reapply to the UV'd object in sketchfab. I've read through the texture baking process which has worked out great. I'm able to bake the diffuse to the UV using a bake camera. (I light the scene with an white HRDI to give it even lighting.) That works fine. However, I'm not quite sure how to bake out a bump or normal map.
There doesn't seem to be any option of exporting the map for the bump channel, and none of the normal options seem to export what I think of as an actual normal map.
You can see my sample scene here:
https://www.dropbox.com/sh/3u9jg28bdesf ... 1MC6a?dl=0
_v3 is the most relevant.
Do you have any suggestions on how to accomplish this?
Two other quick questions while I have your ear:
1) The main output of the bake texture seems to satisfy what I'm looking for in being able to reapply an image onto the model in a different program. But I'm confused by what "diffuse filter" is. That one seems to be ignoring the variation in color that the dirt shader is applying to the trim of this object.
2) This is unrelated but can anyone direct me to a good tutorial or write up about the best methods of re-combining a multi-pass image in after effects? I have a hard time getting it to rebuild to the beauty pass in a way where the two match appropriately.
Thanks
Ryan