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    Bake Texture from Geometry?

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    baking tex honeycomb tile-able
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    • E
      entry-newspaper last edited by Dr. Sassi

      Hi all:
      I was following Polygonpen's great tutorial on modeling and baking tile-able textures: https://www.youtube.com/watch?v=QrOGAOCBt2g

      I can successfully generate the normal map, exactly as he does. However, I'm struggling to find a way to output (for instance) an AO pass. I'm attaching my example scene, with the way I have things set up. Can anyone have a look, and see what I'm doing wrong? Or, is it just not possible to bake an ambient occlusion pass this way?

      Thank you!

      P.S. In order to keep the C4D file small enough to post, I had to delete the converted polygon object; so you'll simply have to convert the simple MoGraph object to polygons on your end.

      Geometry to Texture Bake.c4d

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      • Dr. Sassi
        Dr. Sassi last edited by Dr. Sassi

        Hi entry-newspaper,

        Thanks for the file!

        Taking the data from another object is not a given for all "channels" I would say the best indicator is that a channel has no "Source" object field.

        For channels with no source option and when it is flat, like in your example, you can take a camera with a long focal length. If you like to have a tileable texture from a Honeycomb, the 50x58 size does not work very often. The Smallest I can think of would be 2900x2900 square size.

        File …-01.c4 is adjusted to 50x50 clone distance while keeping the 400 square size
        CV4_2023_drs_23_TXtl_01.c4d

        File …-11.c4 has the 50x58 and needs a 2900 square field.
        CV4_2023_drs_23_TXtl_11.c4d

        All the best

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • E
          entry-newspaper last edited by

          Hey, thanks for the explanation, and the example scenes.
          That lack of "source" makes perfect sense. I suppose, I was excitedly hoping that the projection onto a flat surface would be a magic solution for creating custom 3D textures. Alas, too good to be true...

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          • Dr. Sassi
            Dr. Sassi last edited by

            Thanks for the reply, entry-Newspaper.

            You can use the Displacement bake to the second object for the standard render and take it from there.

            For your setup above, the camera should work; I rendered a tile and offset it in Photoshop to see if I get seams with the 400x400 plane and 50x50 honeycomb; it Worked fine here.

            All the best

            Dr. Sassi Sassmannshausen Ph.D.
            Senior Trainer, Maxon Master Trainer, L&D - Strategist
            Cinema 4D mentor since 2004, Member of VES, DCS.

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