[Sidefx-houdini-list] bake shader?

François Duchesneau sidefx at trinix.ca
Wed Mar 30 09:01:47 EDT 2016


Sounds exactly like the issue I had before. Good to hear it's fixed. 
I'll try that and provide you with an example file if the problem is 
still there.

Thanks

Francois

On 03/30/2016 08:46 AM, Mark Davies wrote:
> Hi François,
>
> This is likely the same issue that was resolved with the scale: the 
> shading derivatives were scale-dependent, which resulted in blurry 
> shading. Note that you can always increase the shading quality to get 
> the level of sharpness you require:
>
>     Edit Rendering Parameters...
>         Mantra > Dicing > Shading Quality (vm_shadingquality)
>
> Increasing this will result in sharper baked textures.
>
> Also, if you could provide an example file showing the issues with 
> noise it would be helpful. Thank you.
>
> Cheers,
> Mark
>
> On 03/30/2016 08:36 AM, François Duchesneau wrote:
>> I've had the same issue while baking a pattern with a noise through 
>> the new Bake Rop. The bug has to do with the anti-aliasing which is 
>> wrongly evaluated in the bake.
>>
>> Another way to bypass the issue is not use an anti-alias noise. Maybe 
>> SideFx could provide a switch on those problematic noise to 
>> deactivate the anti-aliasing.
>>
>> Francois
>>
>> On 03/30/2016 08:28 AM, Gerbrand Nel wrote:
>>> ok it was scale
>>> I had to make a copy and scale it down to 0.01 scale for it to work.
>>> How annoying!!
>>> On 30/03/2016 14:16, Gerbrand Nel wrote:
>>>> its not layered, but my scene is huge
>>>> The grid I'm rendering hase a base size of 10000 x 10000
>>>> Trying to see if scaling it down does the trick
>>>> On 30/03/2016 12:35, Zoran Arizanovic wrote:
>>>>> how is shader setup
>>>>> is it layered principled , I had problems with that one
>>>>> check example files from sidefx they are annotated so you can 
>>>>> replace their
>>>>> geo with yours easily and see if that works
>>>>>
>>>>>
>>>>> Zoran Arizanovic
>>>>> LinkedIn <http://www.linkedin.com/pub/zoran-arizanovic/4/177/295>
>>>>>
>>>>>
>>>>> On Wed, Mar 30, 2016 at 12:16 PM, Gerbrand Nel 
>>>>> <g at cannonballbunny.com>
>>>>> wrote:
>>>>>
>>>>>> I thought that would do it, but i just got black...
>>>>>> Rebuilt the shader to be constant for the bake..
>>>>>> Now i just get some texture in places occluded by other geo.
>>>>>> Soo frustrating :
>>>>>>
>>>>>> On 30/03/2016 12:07, Zoran Arizanovic wrote:
>>>>>>
>>>>>>> just check difusse color pass on extra image planes tab
>>>>>>>
>>>>>>> Zoran Arizanovic
>>>>>>> LinkedIn <http://www.linkedin.com/pub/zoran-arizanovic/4/177/295>
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Mar 30, 2016 at 11:59 AM, Gerbrand Nel 
>>>>>>> <g at cannonballbunny.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>> Thanks!
>>>>>>>> How would i set it to render the color unshaded?
>>>>>>>> I need the texture that is driving diffuse?
>>>>>>>>
>>>>>>>> On 30/03/2016 10:12, Zoran Arizanovic wrote:
>>>>>>>>
>>>>>>>> Hi
>>>>>>>>> I am struggling with bake as well :)
>>>>>>>>> As far as I understand bake shader is for transferring from 
>>>>>>>>> high poly to
>>>>>>>>> low poly object
>>>>>>>>> as we do it for games, baking look, and normal maps
>>>>>>>>>
>>>>>>>>> If you just want to bake a render pass into UV's bake to 
>>>>>>>>> texture rop
>>>>>>>>> should
>>>>>>>>> be fine as long as you tell it which object and which render 
>>>>>>>>> pass to
>>>>>>>>> bake
>>>>>>>>>
>>>>>>>>> for me it was confusing as they are both on located on bake to 
>>>>>>>>> texture
>>>>>>>>> rop
>>>>>>>>> but those are actually two different processes
>>>>>>>>>
>>>>>>>>> in latest build there is a basic example file
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> Zoran Arizanovic
>>>>>>>>> LinkedIn <http://www.linkedin.com/pub/zoran-arizanovic/4/177/295>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Wed, Mar 30, 2016 at 10:07 AM, Gerbrand Nel 
>>>>>>>>> <g at cannonballbunny.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> Hey guys
>>>>>>>>>
>>>>>>>>>> I've been trying to get this to work, but I just want to 
>>>>>>>>>> check if I'm
>>>>>>>>>> being dumb, or if the bake function is not meant to do this.
>>>>>>>>>> I've created a displacement using noise at shader level.
>>>>>>>>>> I want to convert this procedural texture to a bitmap, using 
>>>>>>>>>> bake, but
>>>>>>>>>> so
>>>>>>>>>> far I'm only getting a green render.
>>>>>>>>>> Can this be done, or am I using the bake function for 
>>>>>>>>>> something it was
>>>>>>>>>> not
>>>>>>>>>> intended for?
>>>>>>>>>> Thanks
>>>>>>>>>> G
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