Can someone please point me in the right direction on how to use the new Texture bake features. The docs does not say anything about the Bake tab under the Mantra Surface, nor can I find any info on how to bake out cavity or thickness maps to UV.
Any ideas?
MantraSurface Bake
4525 8 3- Werner Ziemerink
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I noticed this on the logs:
Houdini 15.5.539 Resolved issue when baking tangent normal maps between low/high resolution objects. Previously we were computing the UV tangent basis using the current geometry, which was incorrect.
Added a VEX function to support this method, getuvtangents(), allowing sampling of UV tangents on arbitrary objects.
have you tried with the latest build? perhaps this is already fixed?
Houdini 15.5.539 Resolved issue when baking tangent normal maps between low/high resolution objects. Previously we were computing the UV tangent basis using the current geometry, which was incorrect.
Added a VEX function to support this method, getuvtangents(), allowing sampling of UV tangents on arbitrary objects.
have you tried with the latest build? perhaps this is already fixed?
-G
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Hi,
yes I saw that too and got all excited. The tangent normals are generating just fine with the principled shader (not with the mantra shader though, even though the bake exports is in there), the displacement issue stills seems to be floating about.
I think it could well be the same thing, as the only way I can get the displacement channel to show any values is to set either a noise or texture based displacement on the shader on the hi-res object and even then it only returns the difference between the hi-res mesh and the effect of that displacement.
If you dig into it (unlocking the material also stops the bake from functioning, on all channels. Which put pay to my little debugging session ), there's a vex snippet in the bake outputs responsible for exporting the ‘Ds’ channel. But it doesn't reference the uvobject at all and if the displacement shader didn't run, just returns a zero vector… me thinks it might still be WIP
yes I saw that too and got all excited. The tangent normals are generating just fine with the principled shader (not with the mantra shader though, even though the bake exports is in there), the displacement issue stills seems to be floating about.
I think it could well be the same thing, as the only way I can get the displacement channel to show any values is to set either a noise or texture based displacement on the shader on the hi-res object and even then it only returns the difference between the hi-res mesh and the effect of that displacement.
If you dig into it (unlocking the material also stops the bake from functioning, on all channels. Which put pay to my little debugging session ), there's a vex snippet in the bake outputs responsible for exporting the ‘Ds’ channel. But it doesn't reference the uvobject at all and if the displacement shader didn't run, just returns a zero vector… me thinks it might still be WIP
Henry Dean
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