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Showing results for tags 'uv rendering'.
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I'm trying, with out success to create an Id map to use in substance painter. something like the quixel colors plugin. I assigned two principled shaders, with different base colors with a material sop at geometry level based on primitive groups (see Attached image). I set up a baketexture rop to export a basecolor image plane, see attached image. The exported image is white. I want uv rendering of the colors in the textures. There is something i don't understand called a uvlense shader. do I need to use this? I didn't add any lights to the scene I don't think i need them. I got this warning: A head-light was automatically added to the scene. If the soho_autoheadlight parameter cannot be found in the Objects tab, add the rendering property to control this behaviour. I would appreciate if someone would point me in the right direction. Thanks
Hi, I know this topic has been broached many times before, and I did read all the posts, but I haven’t found a solution to the following problem yet: I want to bake light into the UV’s of a mesh. For that I’m using a point light and the UV render object option in the Mantra node. Basically, rendering it that way works, however, I have trouble with my camera. As soon as the camera’s perspective is only slightly altered, I get a different result, which (to me at least) makes no sense, because both the objects and the light stay the same, so the areas that receive light should also remain the same. Even those objects the camera can’t see have light baked onto them, but if I turn the camera towards them, the result is suddenly drastically different. The attached pictures show the difference: In pic 1, the camera is pointing towards the objects; in pic 2 it’s pointing away. I’ve also attached a test scene. Is there a way to render the entire 360° of the light, so the result always remains the same, the position of the camera notwithstanding? Unfortunately, Enable Hiding in the Mantra node didn’t solve this problem. I’ve also tried with the toNDC function and a rest position, but I didn’t get that to work either. I’d be very grateful if someone could help Cheers, Pascal projectionProblem.hip