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Old 26-08-2006, 04:12 AM   #1
Falott
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Default baking texture into 2nd UVset?

is there a way to accomplish that? Iīm currently modeling buildings for a simCity style installation. I usually texture a plain, dupe it manipulate the UVs and in the end combine the whole thing. the result an object with lots of faces where different shaders are applied. in the end I just need to bake all textures into a new UVset. I didnīt find out how to do that yet, so I have to transport it over to 3ds max where itīs all nice and easy to bake into a 2nd UV channel.

in maya I would have to use the Surface Sampler or the Transfer Map (maya8) to bake from one geometry to another. but with the simple bake to texture command (or batch bake for mentalRay which Iīd need to use) there seems not to be any possibility to bake into a new UV channel.

does anybody have an idea or did that allready? if yes, please let me know cause max still gives me the creeps.
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Old 26-08-2006, 04:40 AM   #2
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ok, here comes a more precise description of my problem.

first of I create a new UVset. having it active I bake texture. one problem is - within color mode there is no option to bake diffuse color only which I need. 2nd prob is the camera. I can bake from top/side/front/camera which doesnīt bake the texture to all faces but only those who are visible in viewport.. this is a heck! how do I bake all faces at once? and how do I bake diffuse color only?
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