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baking textures and lighting Houdini 2014?


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There´s a parameter called "UV Render Object" on the Mantra node where you tell Mantra to render the UVs, and just below, another one called "uv attribute" where you can tell him which UV attribute (map) to use.

Be sure to use Micropolygon Rendering, not Raytracing or PBR which aren´t supported for baking off-the-shelf (although there´s a thread on SESI´s forums where some users are playing with PBR baking).

Edited by Netvudu
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There´s a parameter called "UV Render Object" on the Mantra node where you tell Mantra to render the UVs, and just below, another one called "uv attribute" where you can tell him which UV attribute (map) to use.

Be sure to use Micropolygon Rendering, not Raytracing or PBR which aren´t supported for baking off-the-shelf (although there´s a thread on SESI´s forums where some users are playing with PBR baking).

hi!

I Found it!!!!! thnx for your reply! 

Two more questions:  

 

- sesi's forum? whats that? where can i find that?

- I have no overlap in my UV's but why do i get some seems in my scene?

 

see my simple scene screenshot attachment.

The tube has a big line in the middle

 

thnx!

post-13607-0-29101900-1431689167_thumb.j

post-13607-0-37179200-1431689174_thumb.j

Edited by squardis
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Thnx michael, link brings me to the startpage... but i think i found it.

Does anyone know how to fix the seems?

Or why it makes the seems..

Houdini should get just the color from its surface right?

It should just bake it to the pixels in my uv layout...

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hi dennis !

 

check this thread

http://forums.odforce.net/topic/22174-how-to-bypass-the-uv-render-raytracing-restriction/

 

you have a COP where eetu dilate UV's to get proper seems !

(this is also what v-ray do, to get proper bake)

 

you will also be able to bake in PBR mode !

 

Cheers

 

E

Edited by sebkaine
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