I went with a gut feeling and hooked up the inverse of the roughness through the same gamma correction and connected that the the specular tint. Whatever the case, a gamma correction of somewhere between 2.2 and 2.4 gives a good result (I prefer 2.4 myself, I want that roughness to really show)Īlso, noticed how the higher roughness values leave the renders in MR much more shiny? It seems that in SP the specular values are toned down as roughness goes up. also, a gloss map seems to be the inverse of roughness in sRGB space, while inversing it in linear space should give a totally different outcome. Now I'm not entirely sure how SP was intended to work (and I am no expert on all this gamma stuff), but I've also noticed that in Marmoset, the gloss map needs to be flagged as 'sRGB space' to have the correct effect. So I played a bit with the values there, and ended up settling with a gamma value of 2.2.Haha.įor anyone who ever did anything with gamma correction, this value should sound familiar. Let's ditch the value remap, and try a gamma correction node instead. What I got after some fiddling around is something that looked like this:Īnd I thought to myself, that looks a lot like a gamma curve. Baked normal map from marmoset toolbag 3 cannot see in maya Patch#I figured I make a custom attribute on my sphere in maya, and patch it through a value remap node into the roughness on the mila_material, and see just remap the input values somewhat to have that custom value correspond properly with the SP roughness value. The desired output images are configured in this panel.Įach device (Blender/Handplane/Marmoset Toolbag) has its own set of maps to choose from.įor each map, you can specify the output image suffix and some specific bake options.So, at first glance, the 40% roughness in SP seems to correspond with about 75% roughness in mental ray. (Currently not supported for Marmoset Toolbag) Maps To use a custom cage, make sure it has the same name as the low object but with “_cage” at the end of its name. EZ Baker lets you edit the cage displacement value and at the same time shows a visual reprentation of the cage.Ĭustom cages are automatically found by their names. Projection cages represent the distance from which the rays are cast when baking. It’s used for baking objects that are close together without intersecting issues, or to specify different projection cage settings to each one. Once the bake group is created, any new object that matches the naming conditions will automatically be added to it. If you have two objects named “test_high” and “test_low”, the option to create the “test” bake group will appear. It’s fast and offers plenty of bake passes to choose from.Įach device has its own set of settings to configure.īake groups are dynamically populated based on the objects or collections that are in the scene.Į.g. Marmoset Toolbag: The bakes are done in Marmoset Toolbag (Paid software). Baked normal map from marmoset toolbag 3 cannot see in maya free#Handplane: The bakes are done in Handplane, a free and fast baking tool. Baked normal map from marmoset toolbag 3 cannot see in maya windows#Although it’s the slowest of the three options, it’s the only one that works in both linux and windows and its useful for baking bevel shaders. Multiple bakers can be created to export with different settings.Įach baker can be configured to bake with one of three supported devices:īlender: The bakes are done directly in blender using cycles. Each baker stores the most basic bake options (texture size, output path, padding…).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |