Help needed with baking (again)
I'm following my own instructions from a simpler example and it's not working... I cannot figure out why.
002
This is the original scene. I have a polygon object with a baking tag, UV baking coords being written to UV2.
003
The baked texture for the object
004
Material created from just-baked texture to test that the baking worked by applying as color channel texture to a copy of the original polygon object
005
Original polygon object hidden, copy made (BilliardsTable.1)
006
Add just-baked material tag to copy; note: selected is UV2 set.
FAIL
What am I doing wrong?
What's telling is that the cushions and table surface (i.e. the red parts) are the only materials with color channel textures. The rest of the materials are just solid colors. Note that the last image shows all gray everywhere else.... Even though I've generated UV baking coords for the entire table it seems that the UV coords for the UV2 set (baked UVs) are only applied to the polygons in the original object that have a material with a color channel texture.
Thus, it seems that applying the baked texture as a material to test the baking process always uses UV1 even though I have UV2 selected in the editor options for the object.
I'm following my own instructions from a simpler example and it's not working... I cannot figure out why.
002
This is the original scene. I have a polygon object with a baking tag, UV baking coords being written to UV2.
003
The baked texture for the object
004
Material created from just-baked texture to test that the baking worked by applying as color channel texture to a copy of the original polygon object
005
Original polygon object hidden, copy made (BilliardsTable.1)
006
Add just-baked material tag to copy; note: selected is UV2 set.
FAIL
What am I doing wrong?
What's telling is that the cushions and table surface (i.e. the red parts) are the only materials with color channel textures. The rest of the materials are just solid colors. Note that the last image shows all gray everywhere else.... Even though I've generated UV baking coords for the entire table it seems that the UV coords for the UV2 set (baked UVs) are only applied to the polygons in the original object that have a material with a color channel texture.
Thus, it seems that applying the baked texture as a material to test the baking process always uses UV1 even though I have UV2 selected in the editor options for the object.
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