Game Tools | Maps Baker
44796 64 9- Houseo_of_Secrets
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- Houseo_of_Secrets
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I think I found the problem.
When you are using a cage input, the baker reverses the ray direction in the "cage_calculation" vertex wrangle.
In the "intersect" snippet in the copsnetwork it sets the starting point of the ray to the cage mesh and then adds the ray direction.
This way it seems to trace the model from the inside to the outside.
I changed the cage_calculation wrangle to this:
And the intersect code to this:
I still don't know if this is the best solution, but it seems to work now.
When you are using a cage input, the baker reverses the ray direction in the "cage_calculation" vertex wrangle.
In the "intersect" snippet in the copsnetwork it sets the starting point of the ray to the cage mesh and then adds the ray direction.
This way it seems to trace the model from the inside to the outside.
I changed the cage_calculation wrangle to this:
And the intersect code to this:
I still don't know if this is the best solution, but it seems to work now.
Edited by Houseo_of_Secrets - 2022年2月17日 10:32:32
- dizlin
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- forted.exe
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- ajz3d
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Sorry for reviving an old thread, but I don't see the point in opening a new one.
Is it possible to apply anti-aliasing when baking specific channels? I'm trying to render opacity, but Baker returns a completely aliased image. I have to render the texture in much higher resolution and then manually downscale the output, which is all fine, but of course not too convenient.
Is it possible to apply anti-aliasing when baking specific channels? I'm trying to render opacity, but Baker returns a completely aliased image. I have to render the texture in much higher resolution and then manually downscale the output, which is all fine, but of course not too convenient.
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