Turtle - Baking
Baking
Workflow
The workflow for Surface Transfer and Texture/Vertex Baking has been united into a single Baking workflow. When adding objects to a bake layer you now specify if the object has any source surfaces (for Surface Transfer). An object without source surfaces will be baked with ordinary baking. So you can now mix Surface Transfer with ordinary Texture Baking as you like, in the same bake layer. The same thing goes for Vertex Baking, which also means that you can now do Surface Transfer on vertex level. This is useful e.g. for baking vertex colors for different LOD levels of a mesh. For each bake layer you specify if it should use vertex or texture baking.
Vertex Baking to File
Vertex Bakings can now save the result to point cloud files. This makes it possible to distribute vertex bakings. The resulting point clouds with vertex colors can then be imported back into Maya using a new MEL command ilrImportVertexColorsCmd.
New Vertex Bake Sampling
We have a new sampling system for Vertex Baking, where each vertex color is the result of multiple samples taken over its triangles. This gives much better quality and a softer result.
Conservative Rasterization
New Conservative Rasterization has been added to texture baking, for better handling of very small or thin triangles.
Transparency with LUA
Rays spawned by LUA baking scripts now handles transparency correctly. So you can now bake SH or other advanced baking passes in LUA and get correct illumination from transparent objects. This also works for LUA occlusion baking. In the case of occlusion the option gather.obeytransparency can be set to turn this feature on/off.
Performance Improvements
Vertex color filtering has been muti-threaded and can now utilize multiple CPUs.
Writing of baked vertex colors back into Maya meshes has been optimized and is much faster.
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