[Sidefx-houdini-list] bake shader?

Mark Davies mdavies at sidefx.com
Wed Mar 30 09:10:22 EDT 2016


Thanks for helping with this. And if you get a chance, updating to the 
latest build of H15.0 should resolve the issue for you.

Mark

On 03/30/2016 09:01 AM, François Duchesneau wrote:
> 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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