Problems with Modo Rendering


#1

I’ve got a couple of problems I’m hoping you guys can help me sort out.

I’m building for a very simple game, one that permits only one UV map and one texture. I’ve built a bump, normal and specular map, and I want to bake them all down with shadow and lighting into a single texture map. However, the bump and normal map are overriding eachother; they display fine in the modeling window under Advanced Open GL view, but when I try to render or bake, Modo refuses to display both at the same time. It’s also refusing to bake both bump and object-based normal data into the same normal map.

The other problem I’m having is that the baking process itself is kicking out very muddy textures. It’s all washed out and not nearly as detailed as it is in the build window. I’m baking out at 1024x through the Render > Bake from Object to Texture option, but other than that, all my options are default.

Any ideas? Thanks for your time!


#2

There are a couple of training videos here:
http://www.luxology.com/tv/training/view.aspx?id=526

Have not done much baking myself though, so I would recommend you post the question on the Luxology forum.

Regarding washed out textures - either antialiasing (try with antialiasing off) or the distance selected for baking (?)


#3

sorry dont have a solution for your problem cause i myself have some problems with baking. I wanted to bake a bump texture which would use modo internal algorithmic textures (the Enhance:modo Textures) and i just can not get the output i am getting when rendering with the textures (it is too dark, and i cant influence it with gain or opacity or anything else).
Seems like some stuff here is not “calibrated” the way it should be.


#4

Have you tried adjusting the gamma? You can do this either before or after the bake, in the render output or in the render window.


#5

I have a special situation. I have two materials and I want to make one bump map which would be baked partly from an image and partly from the algorithmic texture. When i have them separated and i make a render it seems fine (i fine tuned the material that uses the algorithmic texture - changed the bias, lower upper clip and opacity) but when i bake them together into one bump map and use the created baked texture it never looks as the first one (it is not balanced, the part that is baked from the algorithmic texture is much heavier bumped from the image part); actually it is way different than the first one. My assumption is that modo does not take into account the bias, lower upper clipping or opacity when baking the bump map.


#6

In my testing (and previous experience) the bake does take into account the gain and bias, and the opacity of the maps.

Does your object have a unique UV map name? If not make sure it is isolated in the Item list.

Also make sure that the map you are baking to is above the layers you are baking from.


#7

frog i figured it out,
at first for the model part where i was using the image to produce bumps was not a black/white image (it was a color image). When i converted the image in photoshop into a black white image the bump baked correctly.


#8

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