Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 16-03-2013 , 07:13 PM
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Mental Ray Batch Bake Question?

I have some models that I need to bake color and shodows to reduce render time. The models have no overlapping UVs. But, how I textures them is by using a 512x512 tilable texture and setting the repeat U and V to like 5 so the texture scale is appropriate. Will this cause the bake function to fail? When I click convert in the batch bake options it starts to calculate and then fails and my geometry turns transparent. Any help on this would be appreciated!

# 2 16-03-2013 , 08:02 PM
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Could you do a screen crab of the setting you have in mental ray bake................dave




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# 3 16-03-2013 , 09:02 PM
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Here is a screen cap of my settings. I got the bake to work only with single objects at a time. But what I am really trying to achieve is baking only color and shadow info not the lighting. As to cut down on render time. I tried to also selecting my geometry and the material assigned and converting it to texture map via the hyper shade options. But that didn't work either. I really don't know if what I'm doing is capable in maya?

# 4 16-03-2013 , 09:07 PM
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I cannot see the setting they are to small, could you use the "manage attachment" to upload you shot, you have UVed every thing..................dave




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# 5 16-03-2013 , 09:22 PM
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Sorry about that. I have no overlapping UVs. And I got bake function to work, but I only need the color and shadow info not the lighting info.

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# 6 16-03-2013 , 09:36 PM
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You will be better of using the hypershade shader to texture that will get you the colour and shadow...................dave




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# 7 16-03-2013 , 09:46 PM
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I tried that. I selected my geometry and then shift selected the material applied to the geometry. Then in the hyper shade I went to edit convert to file texture. I am using a Blinn with a repeated texture on it. The texture is 512 by 512 and I want to bake to a 2048 by 2048 texture with shadows. But when I do I get a black material result with no color info.

# 8 16-03-2013 , 10:06 PM
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Try turning maya render on, to get the effect of no spec I think I had to change to a lambert..............dave




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# 9 16-03-2013 , 10:16 PM
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I also have this scene set up with raytrace shadows. Not depth map shadows.

# 10 17-03-2013 , 03:00 AM
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# 11 17-03-2013 , 09:30 AM
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Strange that repeat UVs does not mess up my bake I must be doing some thing wrong




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Last edited by daverave; 17-03-2013 at 11:10 AM.
# 12 17-03-2013 , 09:30 PM
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It depends on what you're baking. If you're baking AO, lighting, etc; each pixel will have a different color. That would mean that all repeating areas would have the same values.


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# 13 18-03-2013 , 03:58 PM
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Thanks for the help guys! I got the baking to work with a repeated texture. The only way it works for me is by not doing multiple bake sets or pieces, just one at a time with no override of current material. I still haven't found a way to bake raytrace shadows to a separate texture map though....

# 14 18-03-2013 , 04:58 PM
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Try combining the meshes.................dave




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