Test it to see if this is a good fit for your project. Turning this on gets the Bake Groups to influence each other for the ambient occlusion pass. The Ambient Occlusion settings allow you to capture Floor Occlusion, change the Cavity Weight, and switch Ignore Groups on/off.Hitting the Presets rollout gives the option to save your configured maps as a preset to load every time as default.When testing, rendering only the normal map is the fastest way to check for bake errors. A tick box allows flexibility in what maps to render on the fly. Note that there are two Ambient Occlusion options, which I will explain after the image. Clicking the Configure button will allow you to add or remove what maps you want to bake.You can use lower samples for quick bake tests. The Samples I have here are for my final bake.Set your target folder to save your bake textures in the Output rollout.Learn more about averaged normals and ray projection in this post from Joe Wilson.Ĭlick on your Bake Project root to access the bake project settings. Try it out on bolts or things that don’t look 100% straight. Skew is the ability to adjust the ray direction.Use a large brush to paint the map 50 value and adjust for both push and pull influence. Using the Cage Min Offset and Max Offset controls, you can adjust to about 95% and then use Paint Offset to adjust the cage on a vertex level by painting white or black.As shown below, errors will appear when the high-poly is not fully encapsulated. You want the cage to cover the entire high-poly to capture it completely. You can set the Cage Opacity slider to full to easily spot when the high-poly is clipping through. To see your cage, make the high-poly visible (blue material applied for visibility), then apply a colored material to the high poly.This helps control the rays on concave faces from projecting onto themselves or other faces. Cages tell the rays the maximum distance to fire to. Clicking on the Low bake group in the hierarchy will bring up the Cage settings.The naming is incorrect if no models or bake groups appear in your bake project. The main rule for quick loading to work correctly is that meshes MUST have a _low and _high suffix attached to the names. Alternatively, there is a Quick Loader option that you can use to optimize the process.If you want to view the high-poly model, click the eye icon next to the High bake group in your Scene heirachy, or press the H button on the Bake Project Settings. Note: The High bake group preview is off by default.You can rename the project or the group for ease of use. So if you had a watch on a character’s wrist in separate bake groups, the watch won’t ray cast onto the wrist and vice versa. Bake Groups are great as they isolate mesh pairs from each other. You can drag and drop your imported meshes into their respective groups.
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