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View Full Version : baking textures with UVs and sampler info


alexx
11-13-2002, 03:18 PM
hey there..

speaking about maya 4.01

i have the following strange thing happening:
i have a poly head that has planar UVs assigned to it.
the texture on it is a mix of UV mapped ramps, as well as ramps that use the facing ratio from a sampler node to get the shading. these are mixed via several nodes.

when i try to bake out the textures, maya really messes up the result.
when i dont have the UVs assigned all works fine. (all would work fine but of course i need the UVs)

does that make sense to anybody?

cheers

alexx

alexx
11-13-2002, 03:24 PM
here is what the baked texture looks like.
that is the transparency channel..

empleh
11-13-2002, 07:53 PM
Hi,
I know this isn't what you posted about but you might run into trouble using the facing ratio to bake a texture. Since the facing ratio is dependant on the relationship between the camera and the normal the texture will only be accurate from one position in the scene and one orientation of the model.

At least it seems that way to me.

Good luck solving your problem

ww

alexx
11-13-2002, 08:00 PM
yeah.. know that..
the camera and object is static at the point where i need that.
thanx anyway

empleh
11-13-2002, 09:02 PM
Is the UV map continious or is it in patches like an automatic mapping is?

alexx
11-14-2002, 07:30 AM
it is a planar mapping from x axis..

empleh
11-14-2002, 02:58 PM
So you have a lot of overlapping UVs? If so that might be the problem.

smaragden
11-20-2002, 11:21 AM
Delete the half of the face that is facing away from the camera. And try to delete the history. Of course you do this only to get the baked map and then assign it to the unmodified model

cheers
Smaragden

alexx
11-20-2002, 04:11 PM
hey smaragden:

the cutting the other half away helped.
very cool.

thanx to both of you

cheers

alexx

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