konstantin magnus Posted February 13, 2015 Share Posted February 13, 2015 I am trying to bake point colors from a high poly-model to a low poly-model using the gather loop within a surface shader. While my baking shader for cavity (left) and normals (center) shows all the details, the surface color baking does not work as well (image on the right). In this case all the grout and gaps are missing: I attached the hip file. Any ideas how to solve this issue? pillar_sculpted.hipnc Quote Link to comment Share on other sites More sharing options...
_dv Posted February 16, 2015 Share Posted February 16, 2015 (edited) Hi!Rayhit vop use a lenght of "dist vector" as a maximum distance from sample point to target geo point, so seems you need to try mult your dist vector to value, in which distance your want to gather detail form hipoly geo. ps your scene is too much for my laptop, i cant compute all hipoly geo, so is only my surmise pps sorry for english Edited February 16, 2015 by _dv Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 16, 2015 Author Share Posted February 16, 2015 thanks alot for your help! unfortunately i could not make it work that way, either.. could you provide a small example file for H14, please? Quote Link to comment Share on other sites More sharing options...
_dv Posted February 17, 2015 Share Posted February 17, 2015 (edited) Sure, look at this. NMbake.hipnc Edited February 17, 2015 by _dv 1 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 18, 2015 Author Share Posted February 18, 2015 (edited) thank you for creating the file! the result looks like another normal map to me though. however i am looking for a way to gather the surface color from a high poly object and map that *diffuse* map to a low poly object! sorry for the inconvenience : ( Edited February 18, 2015 by konstantin magnus Quote Link to comment Share on other sites More sharing options...
freaq Posted February 18, 2015 Share Posted February 18, 2015 well it is a normal map probably.but extracting the normal or the colour is effectively the same thingjust instead of querying the N vectore 3 you query the Cd vector 3.swap the attribname and done. Quote Link to comment Share on other sites More sharing options...
_dv Posted February 19, 2015 Share Posted February 19, 2015 (edited) however i am looking for a way to gather the surface color from a high poly object and map that *diffuse* map to a low poly object! sorry for the inconvenience : ( in attached scene, at the /obj/geo1/objnet1/shopnet1/vopmaterial1 is switcher named color/normal, it must be turned off for baking color Edited February 19, 2015 by _dv Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 20, 2015 Author Share Posted February 20, 2015 (edited) thank you, i overlooked the switch. now i will be busy analyzing/experimenting with your set up... thanks again! Edited February 20, 2015 by konstantin magnus Quote Link to comment Share on other sites More sharing options...
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