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stevegraymusic
08-19-2018, 10:38 PM
Downloaded an .stl file model with random triangles so polygon flow is non existent but most of the surface are of the model still has a smooth surface and renders nicely in LW using the surface baking camera and within Unity. But there's a strange imperfection that appears in this area when I import it into Unity. Any idea what could be causing this? I made sure none of the faces were flipped and that all were selected and same surface applied to all polys. All points are connected. No image was used for texture just the marble surface preset. Thanks in advance!
142530

Jarno
08-20-2018, 01:12 AM
Are there any overlaps in the UV map?
It could also be that the ray offset isn't sufficient, so that in those areas it starts below the surface instead of above it.

---JvdL---

Sensei
08-20-2018, 04:31 AM
Try using Batch Baking Camera instead.
http://batchbakingcamera.trueart.eu
Geometry which causes problem with Surface Baking Camera, can pass through in Batch Baking Camera (like I showed on video tutorial).
What version of LW are you using?

lardbros
08-20-2018, 05:32 AM
Looks like the UV is overlapping to me... could you show your UV view?

stevegraymusic
08-20-2018, 08:36 AM
Try using Batch Baking Camera instead.
http://batchbakingcamera.trueart.eu
Geometry which causes problem with Surface Baking Camera, can pass through in Batch Baking Camera (like I showed on video tutorial).
What version of LW are you using?

11.6
Will give this a try as soon as possible and let you know. Thanks!

stevegraymusic
08-20-2018, 08:40 AM
Are there any overlaps in the UV map?
It could also be that the ray offset isn't sufficient, so that in those areas it starts below the surface instead of above it.

---JvdL---

Thanks for the reply. I don't know what the ray offset means. How would I adjust that? Thanks

stevegraymusic
08-20-2018, 08:42 AM
Looks like the UV is overlapping to me... could you show your UV view?

Thank you for the quick reply. This is not the cleanest model in the world. I'm using what was originally an .stl file and it was just a mess of random triangles so I wouldn't be surprised if the UV is overlapping. Will post the UV if these other suggestions don't work. Thanks again!

lardbros
08-20-2018, 09:52 AM
How did you create the UV's though?

An 'Atlas' map in created in Modeller usually does the trick, but sometimes if the mesh is bad, it may create create a nasty UV.

If you need any more help, just shout... I'm sure we can help!