[Sidefx-houdini-list] bake shader?

François Duchesneau sidefx at trinix.ca
Wed Mar 30 09:48:36 EDT 2016


The issue I had is gone with a newer version. I tried with 15.0.431.

Thanks Mark

Francois

On 03/30/2016 09:10 AM, Mark Davies wrote:
> 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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