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Update Transfer Maps or Bake Textures tool

Update Transfer Maps or Bake Textures tool

Neither "Transfer Maps" nor turtle's "Texture baking" seem to have options for current pipelines (with more info channels than baseColor and normal). Arnold is even more limited for that.

The need to bake final light outside of game engines has become less common, while we always need maps like roughness and metallic.
Channel mixing should be handled too. Often each project need a peculiar selection of info channels packed together, like a RGBA texture with metallic, emissiveMultiplier, roughness, teamKeyColor. Maybe a rerouter node/interface.
Better if the tool could handle more shaders as input, specially Standard Surface.

Even better if the tool could be paired with (or handle itself) atlas generation.

2 Comments
Alexx31
Advocate

Yes! A professional CGI software needs 8k (or even 16k) baking.

Now there is even a new texturing tool in Maya 2024 (which nobody needs when there is substance, such a waste of ressources). 

But the most important tool, which is needed to give texturing in Maya any sense is missing, when I can‘t bake any PBR textures out for export in high resolution. 

 

glengine
Explorer

Increase map width/height max to 32k. The current 4k max is too small

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