I would like to have a V-Ray texture baking solution that can be used with any DCC. (but mainly Maya and 3ds Max)
(I understand there are some nodes which cannot be baked like falloff curves...these would be unsupported)
The ability to condense complex, multi-layered shaders will lead to optimisations in rendering as well as greater flexibility in solving problems.
The V-Ray Bake solution should support UDIMS and PTex. It could also support options like multiple resolutions, formats and color profiles such as ACEScg, Linear, sRGB...etcetera.....etcetera..
The artist can select any part of the shader network and bake that to a texture file. It should be easy to use and robust.
It would be great for generating tillable texture packs (like the friendly shade packs). - for example you make a huge wall that has damage and decay, old paint. Then you bake out the textures as a data set that can be used in Mari.
Thanks for reading.
Steve
(I understand there are some nodes which cannot be baked like falloff curves...these would be unsupported)
The ability to condense complex, multi-layered shaders will lead to optimisations in rendering as well as greater flexibility in solving problems.
The V-Ray Bake solution should support UDIMS and PTex. It could also support options like multiple resolutions, formats and color profiles such as ACEScg, Linear, sRGB...etcetera.....etcetera..
The artist can select any part of the shader network and bake that to a texture file. It should be easy to use and robust.
It would be great for generating tillable texture packs (like the friendly shade packs). - for example you make a huge wall that has damage and decay, old paint. Then you bake out the textures as a data set that can be used in Mari.
Thanks for reading.
Steve