I have some models that I need to bake color and shodows to reduce render time. The models have no overlapping UVs. But, how I textures them is by using a 512x512 tilable texture and setting the repeat U and V to like 5 so the texture scale is appropriate. Will this cause the bake function to fail? When I click convert in the batch bake options it starts to calculate and then fails and my geometry turns transparent. Any help on this would be appreciated!
Here is a screen cap of my settings. I got the bake to work only with single objects at a time. But what I am really trying to achieve is baking only color and shadow info not the lighting. As to cut down on render time. I tried to also selecting my geometry and the material assigned and converting it to texture map via the hyper shade options. But that didn't work either. I really don't know if what I'm doing is capable in maya?
I tried that. I selected my geometry and then shift selected the material applied to the geometry. Then in the hyper shade I went to edit convert to file texture. I am using a Blinn with a repeated texture on it. The texture is 512 by 512 and I want to bake to a 2048 by 2048 texture with shadows. But when I do I get a black material result with no color info.
It depends on what you're baking. If you're baking AO, lighting, etc; each pixel will have a different color. That would mean that all repeating areas would have the same values.
Thanks for the help guys! I got the baking to work with a repeated texture. The only way it works for me is by not doing multiple bake sets or pieces, just one at a time with no override of current material. I still haven't found a way to bake raytrace shadows to a separate texture map though....
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