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I want to bake out a facing ratio texture to uv maps (a work around for my other post on yeti facing ratio)... but the facing ratio is obviously worked out from the bake camera not my original render cam so I have my own ramp shading setuop that copmpares the angle between the surface normal and the render cam... it seemed like the simplest solution... or am i missing some bake settings?
but the facing ratio is obviously worked out from the bake camera not my original render cam so I have my own ramp shading setuop that copmpares the angle between the surface normal and the render cam...
I think this is fixed for the latest nightly builds and the camera location during texture baking is set to the correct value.
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