synthure Posted May 2, 2014 Share Posted May 2, 2014 Hey everyone. I've been searching for a solution to this problem for awhile now. most of the information I've been able to come up with is pretty old and outdated. Apparently it was possible to bake out lighting and shadows to a texture map using the mantra -u command way back in Houdini 9. this doesn't seem to be the case in Houdini 13. Does anyone have any experience in getting shadow maps to bake properly? 1 Quote Link to comment Share on other sites More sharing options...
mawi Posted May 4, 2014 Share Posted May 4, 2014 (edited) Hey. If I remember correct. The Mantra -u is the render in uv space command. Select the object to render in... Mantra node/render tab/ UV render object parameter. Make sure your object has vertex uvs and note that this only works with micro polygon rendering. Edited May 4, 2014 by mawi Quote Link to comment Share on other sites More sharing options...
eetu Posted May 4, 2014 Share Posted May 4, 2014 I recently tried this and got very mixed results. A grid I never got to render, a torus rendered nondeterministic blocky noise and a sphere rendered nicely. Should retry and report, I guess.. Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted May 5, 2014 Share Posted May 5, 2014 I haven't had any particular issue with it (apart from it not rendering with pure raytrace methods). Cheers uv_texture_baking.hip Quote Link to comment Share on other sites More sharing options...
eetu Posted May 5, 2014 Share Posted May 5, 2014 Ahh, yeah, got it, it needs vertex UVs (as you said, I now see:) - I tried with point UVs.. Quote Link to comment Share on other sites More sharing options...
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