Advanced Member blackant Master Posted December 23, 2020 Advanced Member Report Share Posted December 23, 2020 i have this result when i try to bake the curvature map of this mesh. it seems that if it calculate a first time the curvature correctly on black areas, it is set to black once the process is baking overlapping parts ? i am in a situation where in my game i have to use a render texture from camera, so i cannot unwrap the mesh with overlapping. Quote Link to comment Share on other sites More sharing options...
Advanced Member blackant Master Posted December 23, 2020 Author Advanced Member Report Share Posted December 23, 2020 i did it manually, this is what i espected while using this technic 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 24, 2020 Report Share Posted December 24, 2020 Change calculation method and separate objects, sometimes it help Quote Link to comment Share on other sites More sharing options...
Advanced Member blackant Master Posted January 2, 2021 Author Advanced Member Report Share Posted January 2, 2021 this option didn't helped. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 2, 2021 Report Share Posted January 2, 2021 On 12/31/2020 at 6:47 AM, Silas Merlin said: Try this : Disable "separate paint objects" in the curvature dialogue. If you do have several objects, leave it ticked on, but hide the paint objects and make the high polys visible instead for the curvature calculation. Quote Link to comment Share on other sites More sharing options...
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