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Baking textures in cheetah3d8/1/2023 ![]() ![]() Of course, It only works for flat surfaces when you re-import these maps into SU.you have to cut out the relevant portion from the baked texture map in an image editor, so you often don't end up with a particularly high res texture map (cf. Because it's UV mapped, it wraps itself perfectly back around the geometry. ![]() you then simply re-apply the unwrapped, baked texture in your material's Colour channel. The workflow in Cheetah is, choose your mesh, 'bake' its texture.you get a UV-unwrapped, rendered texture map of your surface with all shadows, caustics, etc on there. So maybe a bug is part of the problem as well in the newer windows beta versions.(The YouTube compression makes the shadow quality a little hard to see, but you get the point.) Also under the view menu, deselecting show voxels in paint room will not allow any conversions at all in my Linux version. It helps to have objects in your scene relating to each other as you paint.Īgain though, I never get automatic conversion by just selecting a voxel layer in the paint room. I can see this as being very useful, as you could have your voxel objects as references in helping your paint your merged retopo mesh in the paint room. No paint would be applied to the voxel object so therefore no surface mode conversion would take place. What you want is the voxel objects in the scene to appear in the paint room but be locked (user controlled) so even if your brush cursor goes over the voxel object as you are painting the merged retopo object, the conversion will not happen. Now you might know these already but since no information was given, I just went ahead and added it here.Īh, I understand now after carefully reading your post again. These problems cross all 3D applications. Improper scan settings can be added to the mix as well. The first above three are the biggest offenders I have seen down through the years helping with 3DC. Good retopo topology plus a good uv seam layout is a must.Īlso your scan settings are important as well. Very long elongated polygons not so good as they tend to cross 2 axis planes at the same time making them non-planar.Īny Non-Planar polygons are a big no -no in Displacement maps. Now concerning artifacts in the displacements, I can only guess as you show no picture of your retopo mesh, so I will add a few words here.ĭisplacement maps like even quad polygons as much as possible. If you use the bake texture feature under the retopo menu be sure to first export your model with the uv sets then choose that model to bake the displacement maps to. In the preferences menu be sure to select "Treat retopo groups as objects" I have no problems exporting multiple uv sets with displacement maps from the retopo room using the bake texture function under the retopo menu or just exporting the uv multiple sets using the export function. My version - Linux 4.1.08B which is the latest beta for the Linux version of 3DC. We could not import or export multiple uv sets from the retopo room. Andrew address the problem you are having a few beta versions back. The newer beta versions have features that have been added that might help you. It is always good to state what version of 3DCoat you are using. He will work on it as problems arise in it's use though. Andrew even stated at one time, he might remove it because he whether not spend development time on it and it has been at times buggy in the past. The reason I would imagine that it does not write the texture information in the obj mtl file. The bake texture feature is really a hold over from version 2. I am more concerned about why you are getting artifacts than the problems you are having with exporting out of the retopo room using the bake texture feature. ![]() When I select the exported obj file as the one to receive the projected textures then I get all the uv sets exported corrected.Īlso the the preferred fashion is to merge to the paint room for your displacement map. This would be a bug or an oversight when he made it possible to import and export multiple uv sets in the retopo room. When I selected use Retopo mesh in the bake settings then yes, I too get only one uv set that contains in a overlapping fashion all the other uv sets. ![]() "Preserve positions of vertices while smoothing" This needs to be unchecked. ![]()
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