[Sidefx-houdini-list] bake shader?

Zoran Arizanovic zoran.arizanovic at gmail.com
Thu Mar 31 04:37:12 EDT 2016


I have another issue
I am layering principled shader it renders ok in mplay/mantra
when i try to bake extra image plane diff_clr i get just one of those
layered shaders?
All is wired into layer and output inside material shader builder

Zoran Arizanovic
LinkedIn <http://www.linkedin.com/pub/zoran-arizanovic/4/177/295>


On Wed, Mar 30, 2016 at 3:48 PM, François Duchesneau <sidefx at trinix.ca>
wrote:

> 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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