Bake SideFX Houdini
VFace Docs » 3.7 Bake SideFX Houdini |
Version used | 18.5.663 |
Documentation | Houdini Docs |
Community | Forums SideFX |
👍️ Pros |
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The Houdini baking technique is able to give you a very accurate texture transfer and is compatible with EXR 32-bit maps.
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Chose a folder in File/Set project to set your project properly.
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Use a geo node, enter it and create a file node to import your source mesh.
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press alt to clone your geo and go to the second file node to import your target mesh.
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at OBJ level, create a Matnet node, enter it and create a principleshader node. Go to its texture shelf, activate the "use texture" in base color, and import your map.
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Go to the source mesh level, create a material node and link your shader with it. Then, use an output node for both your meshes.
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To allow Mantra (the Houdini render engine) to process the baking, you have to create both a camera and a distant light node.
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Go to the out network and create a bake texture node.
Set your preferences for the output, such as the resolution, the filename, the extension, as a Unit base color.
Also, allow the node to remove the intermediate output.
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In the "Unwrapping" section, put the ray bias at 0,01.
Adjust the edge padding ("additional pixels"). The more you add, the larger the borders of your shells will be.
Once you're done, set your output folder and click on Render to disk.
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