Hi @ll,
i'm currently trying to bake a simple PBR texture set from a handful of objects with multiple vray shaders. All objects are already layed out on a single UV sheet.
With the baked outputs i want to create realtime objects in painter/sketchfab, that resemble the original object rendered in vray as closely as possible.
For now all the maps i need are:
albedo
metalness
roughness
normal
AO (optional)
Now within the max baking dialogue i dont't see output entries for those but only stuff that looks like compositing Elements instead and some "...bake" maps, that don't make sense to me? Which ones would correspond to the standard PBR material channels to use in Substance designer / sketchfab / marmoset ?
kind regards, and thx in advance,
Rasmus
i'm currently trying to bake a simple PBR texture set from a handful of objects with multiple vray shaders. All objects are already layed out on a single UV sheet.
With the baked outputs i want to create realtime objects in painter/sketchfab, that resemble the original object rendered in vray as closely as possible.
For now all the maps i need are:
albedo
metalness
roughness
normal
AO (optional)
Now within the max baking dialogue i dont't see output entries for those but only stuff that looks like compositing Elements instead and some "...bake" maps, that don't make sense to me? Which ones would correspond to the standard PBR material channels to use in Substance designer / sketchfab / marmoset ?
kind regards, and thx in advance,
Rasmus
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