general:paint_workspace:paint_menu:bake_menu

Paint mesh→Sculpt mesh: Get Object From Paint Workspace.
Paint mesh→Subdivide→Sculpt mesh: Send subdivided Object From Paint Workspace to Sculpt workspace: Now you may transform paint objects to sculpt objects, textures (color, gloss, metal, displacement) will be transformed to vertex paint layer.
Take subdivided paint mesh into the sculpt room: there are several options for merging - subdivision, flat, patches.

. Catmull-Clark subdivision:\\
. Flat patches: The resulting surface consists of flat (or almost flat in the case of quads) patches.\\
. Patches: The original vertices positions will be kept, the surface will be covered with the Bezier patches. Pay attention, if the surface is not smooth enough the patches may be rough.\\


Silas Merlin said:
Personally, the reason I wished for the ability to subdivide a surface before baking the textures to vertex painting was for storing colour data of a small 3d-scan on the high poly. there was then a workaround with projection tool to transfer the depth data to sculpt layers, so that you could use clone tool to repair bad areas.
(you need only 12 million vertices to store the pixels from a 4k texture with 70% coverage). However, I have never managed to convince anyone of the usefulness of vertex colour for repairing scans, let alone voxelization of a copy for repairs. (I think people are horrified at the loss of detail). (an improvement to the tool “bake color from visible volumes” could be to also bake depth but reprojection tool can already do that).

Now if your scan has a normal map, and even if not you can use albedo as depth, then when you do this ppp>sculpt, the depth is already on sculpt layers. (the reason to have depth on sculpt layers is so that you can use clone to repair bad areas)

However, I think that the most important use case for this new tool is 3d printing !
People can now buy a lowpoly and print it with all the normal map detail !
I think this is the use case that should be advertised for this feature.

Name Correspondence for Baking: You may use this option to simplify Sculpt Object Baking if names of Retopo Objects correspond to Sculpt Object names. If you check the option each Retopo Object will be baked using only the Sculpt Object of same name and its children.
Bake sculpt mesh onto paint room mesh: This command will bake changes in the Sculpt room object to the Paint Room object and update the paint layers in the process. Previous paint layers will be preserved (whenever possible) while newly baked maps will be assigned new layers.
This command takes paint scene object as retopo mesh and bakes details and color form Sculpt scene to paint object. It allows to update normalmap and color layers related to volumes. Pay attention that painted areas on sculpt mesh will overwrite painted areas on the paint room object. So be careful to avoid loosing data.

Voxel Conversion Dialog Options: This video demonstrates the new options in the Voxel Conversion Dialog (which opens when converting a mesh from Surface Mode to Voxels).
It also explains important considerations for Importing models correctly, in order to avoid faceting or other problems relating to Subdivisions.

Paint Mesh to Sculpt Mesh: This video demonstrates the steps needed to send a copy of a Paint Mesh to the Sculpt Workspace (where it becomes a Sculpt Mesh that can be voxelized or have dynamic tessellation applied to it) and bake small-scale sculpting edits back to the Paint Mesh via a new normal map.

  • general/paint_workspace/paint_menu/bake_menu.txt
  • Last modified: 2022/06/13 11:21
  • by carlosan