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# 1 20-02-2013 , 09:48 PM
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Baked texture looks different than the rendered

Hi,

I'm baking textures to my model. First I create a test-render, before doing the batch bake with the same mental ray settings. For example:

user added image

After, whem I'm doing the batch bake with the same settings, the result is very different, than the prerender.
After batch bake:
user added image

I did not changed anything in the mental ray settings. What causes this? Please help...

# 2 20-02-2013 , 10:56 PM
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Hmm, there are some contour lines, in the borders of the UV maps (?)

Another example

prerender
user added image

batch-bake, baked texture assigned to object

user added image

Still no idea, how to prevent this...

# 3 21-02-2013 , 08:51 AM
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I would use xnormal it seams to be quick and better at making maps.................dave




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# 4 25-02-2013 , 01:51 PM
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I would use xnormal it seams to be quick and better at making maps.................dave

and how this xnormal works? I downloaded the app, and I can import one object. for example an exported object. but how to load the light, texture info?

If I would like to stay at Maya, is there any possible solution to prevent this?

thx,
ibax

# 5 25-02-2013 , 02:58 PM
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I must admit you have got me on the lighting but it does ever thing else, try changing the "bake optimization" to multible object................dave

Edit:you can also bake in maya and use the texture in mental ray




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# 6 25-02-2013 , 04:10 PM
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Edit:you can also bake in maya and use the texture in mental ray

Bake in Maya: Im baking in Maya, with Mental Ray.
Sorry, I do not understand the second comment: use texture in Mental Ray.

Which texture? The baked one? Can you please describe this in more detail?

Thanks.

# 7 25-02-2013 , 05:17 PM
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Looking for a tutorial I have see to bake textures using maya rendering not mental ray I found this link that shows a way to fill the seam, I thought there was a setting for this but did not know were to look.................dave

https://cg.tutsplus.com/tutorials/aut...g-mentalray-3/




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# 8 25-02-2013 , 06:00 PM
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# 9 26-02-2013 , 12:32 AM
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It looks like you need to increase the "Fill texture seams" in the bake settings so you get total coverage and avoid those gaps between the borders.


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# 10 26-02-2013 , 05:50 AM
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It looks like you need to increase the "Fill texture seams" in the bake settings so you get total coverage and avoid those gaps between the borders.

Hmm, this is true, the problem is with the texture seams...

Yesterday I tried to make a bake with 256 x 256 resolution, fill texture seams was set to 10, but unfortunately the texture seams did not disappear.

What is the measurement unit in the texture seams terminology? 10 means 10 pixels?

The UV map is correct, there are no overlappings, but these texture seams are very ugly... user added image

# 11 08-03-2013 , 09:30 AM
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Hello,

Ok, now I found the solution...

In my Maya 2012 x64 the 'Fill texture seams' option has no effect. If I set it to 1, or 10, the result is the same. It doesn't matter.

The origin of the problem is, that if I set the 'Bake optimalization' to Multiple objects, then it just ... WORKS!!!

If I set it to Single object, it has no effect.

# 12 08-03-2013 , 09:36 AM
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I did say that to you 7 posts backuser added image.................dave




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