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View Full Version : batch bake anomolies


Arcon
03-02-2005, 11:40 AM
has anyone noticed that some objects that bake to textures fine by themselves bake like complete sh** when you do a huge batch bake...? which is kinda annoying.

i've noticed it really only happens on objects where the UVs extend beyond the 0-1 range, they get black areas as if the co-ords are off. however to accomodate this i've set the bakeSet to 'entire range' method, and this bakes fine like it should in tests on one or even a few objects. is maya just crap at batch baking with lots of objects? because i've noticed sometimes the big bakes seem to have less or different bake info for some reason.

or does it have problems when its set to 'bake selected' and there are groups or something weird like that. its nothing to do with normals or instances or anything like that, i don't use instances and all transforms are frozen.

floze
03-02-2005, 01:06 PM
is maya just crap at batch baking
No, it's your UVs. Keep them at min/max 0/1.

Arcon
03-02-2005, 07:53 PM
erm... why??? maya has the "entire range" option specifically for this purpose (outside 0-1) and it does work on most occasions.....

floze
03-02-2005, 07:59 PM
What's your question then?

Keeping your UVs (properly layed out) at 0/1 will give you the best results.

BillSpradlin
03-02-2005, 08:38 PM
Maya supports having different UV shells outside of the 0/1 range, however having UV's from the same shell fall out of the 0/1 range is not preferred and will give you strange results when batch baking.

Arcon
03-05-2005, 01:54 AM
Maya supports having different UV shells outside of the 0/1 range, however having UV's from the same shell fall out of the 0/1 range is not preferred and will give you strange results when batch baking.

...actually.... baking over the past week has revealed that Mental Ray's batch bake problems have nothing to do with UV assignment (so long as the correct range method is defined in each bakeSet). the same problems have begun to appear on objects that have 0-1 ranges (all non-overlapping UVs obviously).

we think that MR is having problems with objects that have been edited with poly extrudes and other functions, rather than simple primitives (even if edited objects have had UVs corrected to 0-1 after editing). because this batch bake problem never happens with simple primitives, only edited geometry. however that still doesn't explain why even heavily edited objects work perfectly when baked by themselves.

software bug and/or inefficiency with large datasets seems to be the general conclusion here.

BillSpradlin
03-05-2005, 02:26 AM
Standard maya poly editing functions or those of MJ's, Byrons or other modeling tools?

Arcon
03-07-2005, 09:53 AM
\Standard maya poly editing functions or those of MJ's, Byrons or other modeling tools?

standard poly editing tools. we only ever noticed it when baking a large group of objects. maybe MR bake has probs when it runs out of ram or something... who knows.....

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03-07-2005, 09:53 AM
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