A baking test scene
Re: A baking test scene
My workaround for the moment is on the first export to put very obviously different colours to the objects that are similar, grab the number after 1st bake, then re export with the correct material. A bit long winded , but it works.
Re: A baking test scene
I should have fixed the small black-border problem, before:
now:
Note: the problem was in the support for rendering baked objects in LuxCore, not in the baking process, so it was affecting only the rendering inside with LuxCore (not, for instance, with Eevee).
Note 2: it is very important to set the image map wrap mode of baked map to "clamp" (not the default "repeat"), otherwise you get the black border from other side of the map. The latest luxcoreui bake all command does that.
now:
Note: the problem was in the support for rendering baked objects in LuxCore, not in the baking process, so it was affecting only the rendering inside with LuxCore (not, for instance, with Eevee).
Note 2: it is very important to set the image map wrap mode of baked map to "clamp" (not the default "repeat"), otherwise you get the black border from other side of the map. The latest luxcoreui bake all command does that.
Re: A baking test scene
It was a conscious decision to make my life easier, but I can add the names back.
Re: A baking test scene
Just done this and and then needed to set the UV offset to U 1, V-1. That's correct to what has been said earlier I think?Note 2: it is very important to set the image map wrap mode of baked map to "clamp" (not the default "repeat")
For new users who don't know this , it might be a bit confusing. Could the V -1 be set under the hood and show V 0 in the node?
- FarbigeWelt
- Donor
- Posts: 1046
- Joined: Sun Jul 01, 2018 12:07 pm
- Location: Switzerland
- Contact:
Re: A baking test scene
Do you mean V 1 instead of V 0, zero seems not to make any sense.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
MacBook Air with M1
Re: A baking test scene
...mmmm....thinkingDo you mean V 1 instead of V 0, zero seems not to make any sense.
I've attached an image (artwork )to hopefully show what I mean. Or maybe I've missed understood something?
Re: A baking test scene
Unmark uniform scale and use 1,-1 for U and V scale
Note: scale, not offset.
Re: A baking test scene
That explains why things haven't been working out this end.Unmark uniform scale and use 1,-1 for U and V scale
Thank you.
Re: A baking test scene
I’m getting some good results with baking textures except with the Velvet shader +bump.
(Images attached)
With no bump, then all appears good. With any bump (just.5mm in this case), then the result is close to black in Luxcoreui preview (shown), and in the resulting texture.
Maybe the problem is connected to the points that Sharlybg raised regarding the Velvet shader's shadow terminations, but just in case it isn't ....
Thanks
(Images attached)
With no bump, then all appears good. With any bump (just.5mm in this case), then the result is close to black in Luxcoreui preview (shown), and in the resulting texture.
Maybe the problem is connected to the points that Sharlybg raised regarding the Velvet shader's shadow terminations, but just in case it isn't ....
Thanks
Re: A baking test scene
Bump should be (and will be) baked in a separate map file. Does it happen without bump too ?