Hello. Is it possible to bake pbr maps? I can't find anything on this. Only in max. The only way as I know is to plug each channel into illumination and bake (this won't work with blend mats).
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Baking PBR maps?
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Hi, you can bake textures in Maya using V-Ray by following the steps described in this article: Texture Baking
When working with PBR materials, make sure that each map is placed in the appropriate slot. For example, if the material is exported from Substance Painter, the setup might look something like this:
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Hello. That article doesn't describe baking PBR maps. It only describes the different parameters involved. As Chaos group writes: "Creates texture maps based on an object's appearance in the rendered scene". In other words using this method you can bake the lights, that are in your scene, into the maps themselves.
What I'm after is baking maps based on a build shader. Without having to put each channel into selfIllum channel and bake one at a time. Just like it's done here: https://www.youtube.com/watch?v=UOSeEsn5M1I
Maybe I'm misunderstanding something...
This how the render looks
And this the baked texture. Notice that the lights are baked in.
Last edited by Twist; 20-11-2024, 12:53 PM.
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This was not explained well angel_kotsev , Twist was asking how to bake, not connect... or Chaos please?
Thanks guys.Last edited by damaggio; 17-12-2024, 01:13 PM.
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You can do it in Maya, but just partially. If it wasn't clear already, the render elements chosen in the Render Elements tab are also rendered in texture baking (unlike in 3ds Max, where there are separate elements).
The guy in the tutorial uses:
1. VRayBumpNormals -- this works for both 3ds Max and Maya
2. VRayDiffuseFilter -- This element is dependent on other parameters (such as reflection, metalness, etc.) that change its appearance in the scene. To get raw data, use a Raw Diffuse Filter instead.
3. VRayRoughness -- this element is not available in Maya, however, we do have an improvement request already logged (internal bug-tracker id: VMAYA-11927). For now, you can render a Reflection Glossiness element and invert it.
4. VRayReflectionFilter - a Raw Reflection Filter will give you the raw reflection values
A Metalness element is also available for both 3ds Max and Maya. Another improvement request (internal bug-tracker id: VMAYA-9863) is pending for implementing a ready-to-use VRayAO element. We are also planning on adding a PBR preset similar to the "Back to Beauty", which should be helpful.
Am I missing something?
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Cool, I got it to work this morning on a simple cube as a test and rendered Normals, Diffuse and Reflect Glossines....however after separating the UVs into 3 UDIMs, I still can only render the first tile, I have tried a variety of settings Enabled UDIM backing, Tile range or tile region, Clamap Udim region or no clamping, checked Tile range 1001 to 1003 but still only renders the first tile. Any other setting I am missing? The documentation has no examples.
I also tried the render Common tab for the backing options for the UV min and Max but no success.
I will keep trying here.
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Thanks for this one as well Aleks.
I hadn't noticed the Bake With Vray tab at all, It's a dark grey my eyes never saw that... also I had already set up the Baking process in the Common Tab> Baking Engine. I was using as a renderer . Why another baking node?
Also the Vray Bake Options attributes has the Output texture path but you need to enter again in the Bake with Vray tab, couldn't this be more streamlined?
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