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Baking Textures with Two Meshes

Posted: Thu Mar 22, 2018 3:04 am
by ianvalentine
Hi there!

I have a question that I can't quite work out myself and wanted to see if anyone here had any input. I have a mesh in my scene that I am doing texture baking on to generate some unwrapped image sequences. This mesh has properly layed out UVs and looks correct in the render. However, I have a second mesh which is essentially an animated set of thin lines which "scan" over the surface. These lines are basically just extruded wires which are clamped to the surface, and set up with an emissive material. My problem is that when I bake, I can only see the light those meshes are casting onto the surface of my UVd mesh (obvious behavior, as it is the object with the baking ID currently being rendered), however what I would like to do is essentially trace the scene using this same baked layout, without excluding objects that rest in front of the UVd mesh. Is there any way to accomplish this?

Many thanks :)

Ian

Re: Baking Textures with Two Meshes

Posted: Thu Mar 22, 2018 10:52 pm
by paride4331
Hi ianvalentine,
you should use diffuse filter material pass; in Octane 3dsMax is "diffuse filter (info)".
Regards
Paride

Re: Baking Textures with Two Meshes

Posted: Fri Mar 23, 2018 8:36 pm
by ianvalentine
paride4331 wrote:Hi ianvalentine,
you should use diffuse filter material pass; in Octane 3dsMax is "diffuse filter (info)".
Regards
Paride
Hey Paride,

Wow this looks like exactly what I want, just to confirm, this method works even if the emissive mesh is separate from the mesh being baked? I am having some issues seeing the lines within the baked render (in diffuse filter or the regular baked view).

Thank you!

Re: Baking Textures with Two Meshes

Posted: Mon Mar 26, 2018 7:55 am
by paride4331
Hi ianvalentine,
I think your issue depends on unwrap not being diffuse filter, or you should assign the same Baking group ID.
Regards
Paride