Bake Texture from Geometry?
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?
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.
Dr. Sassi last edited by Dr. Sassi
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
File …-11.c4 has the 50x58 and needs a 2900 square field.
All the best
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...
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