goddamn, people tell me use mental ray, x normal, etc, and you just showed how to bake occlusion for any model just like that, really really thanks madam
Fantastic, just what I was looking for to make better pre-baked lighting for UE4. Love the energy, good delivery speed straight to the point. Great vid.
Thank you so much!! I used to work with mentalray but when that got removed I was absolutely stomped when it came to texturing and rendering. This was fantastic and explained really clearly what had to be done, again, thank you!
Hi! Nice tip, I have some issues, I need to bake a light separately from diffuse texture but with all of indirect reflections and so on, can I do this in Arnold?
Nice video. Can you render to texture to a png format or does it always give you .exr files? I tried changing the driver to png in the render settings but nothing happened. Thanks :) P.S. Is there a way to convert it in photoshop without messing up the values?
Hello I dunno if you can still read this, how do you again render like an occlusion with crease lines? I know you can do it in maya but I forgot how to. been ages since I modelled
I was having issues with artifacting in my baked result. Solution was to scale up my entire scene by a factor of 10 or so. Just in case someone else sees this and have the same issue.
I believe there's a way, but I personally haven't tried it. This is what I found, and I hope it's helpful! "As of Arnold 5, the opacity, ambient occlusion, and flat shaders are color shaders. They don't support opacity. You'll have to combine one of those shaders with a shader that does handle opacity (for example, use the color from ambient occlusion with the opacity from standard surface)."
If you want this for a substance to maya workflow. Plug the basecolor(into input 1) and plug the ai ambientOcclusion out color(into input 2) into a multiply Divide then plug the multiplydivide into basecolor of the aistandardsurface
hi, I have a question, I have a character that is dived in parts, so the arms are a different object than the legs and all this parts have different uvs, when I try to do this is baking like a projection of the colors, so like the arm color gets projected on the leg... so basically everything is a mess and it looks terrible because Im not only getting the light, texture and shader information but all the colors are bleeding on the other objects... is there a reason for this to happen?
That's a good question. When you render in Arnold, do those lines show up? You might need to play with the occlusion settings themselves (like fall off), so the lines will go away. Hopefully that works!
Hello. But to get the details from a high poly mesh and then bake into the low poly mesh UV, is it possible with maya (with arnold or other way)? (I´am having to use xnormal for this...)
Hello, is there a way to organize a stage with lighting and that lighting and shadows that are generated can be printed on a texture? that when passing that modeling with that texture it would look as if it had lighting and shadows? Could you teach this in a tutorial? thanks!
Hi Darth Kenobi (love the name!) :D, if you create the aiCurvature node network, and go through the same process, it will export the texture with the curvature attached. Pretty neat! Sometimes it's better to show, so I'll add it to my list of future tutorials. Thank you for your suggestion! I appreciate it. :)
Hi Hazam, thank you for your comment. I think it would be a good idea to make a tutorial on how to bake curvature maps. I've added it to my list! As for normals, I have an oldie but still good video tutorial on how to bake normal maps. Maybe it needs an update? Let me know your thoughts! ua-cam.com/video/aoxs5c1bjw0/v-deo.html
I've been trying to bake textures with the Arnold utility and maya hangs up indefinitely. Is there something in my settings I might be missing? It creates the EXR file in the directory I specify but never finishes writing it.
That's weird. Have you tried exporting something else than an EXR? What Maya are you using? Did you try a lower resolution so it doesn't take as much time? Just a bit of troubleshooting. :)
Nice! But how do I transfer an AO map from a high poly model to a low poly model UV set? With the discontinuation of Mental Ray, it seems AO is no longer an option in Transfer Maps.
hi, very Helpful guide... you make me save hours of work. just a question: whern i bake occlusion map and open it in Photoshop, The layer has only black and white, no transparency. I mean; the black cover all the texture out of the uv borders. can i fix it ?
Hi Nicola, I don't think it will give you transparency (I haven't tried it, to be honest). You usually bake the occlusion to multiply it over your texture, so it shouldn't matter too much that it doesn't have an alpha. Outside the borders is white... are your results different? What are you trying to achieve with baked occlusion?
@@AcademicPhoenixPlus Outside the borders is black. i'm working on a 3d models of furniture like sofas and beds. those models are intended to be used with augmented reality on a smatrphone app, so i must bake occlusions and shadow
Sounds like a a fun job! do you have an image of the black borders? Can you post it in my FB community? Ppl are really nice there and I can see your image there too. :) facebook.com/groups/academicphoenixpluscommunity/
Hi Hepzibah, thank you for your comment. You can definitely get occlusion while you render. The purpose of this tutorial is more to bake out a texture so that you can manipulate it. Occlusion is very smooth, even and pretty, so it isn't very helpful if you want to add uneven dirt in the nooks and cracks. Also, you can use this to fake occlusion in game engines like Unity and Unreal, that can't afford to render out occlusion. I hope that helped! :)
Is there a way to bake the *settings* rather than a composite of the maps? For example, if I played with the transmission settings using hypershade nodes (range, noise, etc.) and wanted to create a grayscale map of that for a game engine to read, could I somehow bake the transmission?
Hi Agastin Raj, are you asking about how to implement Ambient Occlusion? I have a video just for that! ua-cam.com/video/yYW9XwEFJOU/v-deo.html If not, let me know. :)
Is there a way to export the texture with increased seams like we have on transfer maps? gyazo.com/8f5b5f92eb47eff01d5dd670dc023bfa (fill texture seams)
goddamn, people tell me use mental ray, x normal, etc, and you just showed how to bake occlusion for any model just like that,
really really thanks madam
Isn't it great? I love when software makes it convenient. :) Thanks for your comment, Devjit!
You do a really great job of teaching and providing just the right amount of information without overload. I loved this video. Thank you!
Fantastic, just what I was looking for to make better pre-baked lighting for UE4. Love the energy, good delivery speed straight to the point. Great vid.
Thanks Aaron!
Thank you so much!! I used to work with mentalray but when that got removed I was absolutely stomped when it came to texturing and rendering. This was fantastic and explained really clearly what had to be done, again, thank you!
I know exactly how you feel, Luis! I seriously was using Mental Ray for YEARS, so Arnold really surprised me. Now I'm loving it. It's so fast!
Thanks Monica, that's the best tutorial.. finally i got it.. cheers
Awesome video! Very easy to follow, thank you very much!
That's great to hear, Leng! Thank you!
Very useful video. maya takes time but output is awesome..Thanks for this turorial. :)
You are welcome! Thank you for watching :)
Nice video! I used to do that using turtle, this looks so much easier, thanks!
Arnold is awesome! It makes things so much faster and easier. :) Thank you for the comment!
Hi! Nice tip, I have some issues, I need to bake a light separately from diffuse texture but with all of indirect reflections and so on, can I do this in Arnold?
Nice video.
Can you render to texture to a png format or does it always give you .exr files?
I tried changing the driver to png in the render settings but nothing happened.
Thanks :)
P.S.
Is there a way to convert it in photoshop without messing up the values?
tysm, this series was super helpful
Thank you for your comment, Toxxic. I'm happy to hear it's helpful!
Hello I dunno if you can still read this, how do you again render like an occlusion with crease lines? I know you can do it in maya but I forgot how to. been ages since I modelled
I was having issues with artifacting in my baked result. Solution was to scale up my entire scene by a factor of 10 or so. Just in case someone else sees this and have the same issue.
Good tip!
This is great!!! thank you! how do you bake Arnold lights maps only?
Hi can I bake HDRI too with this light ?
Thank you sister!!!
Thank you, Focus Maya! I appreciate your comment and support! :)
Do you have any advice on how to render the AO with transparency in the model? Such as tree leaves or frayed edges of a cloth?
I believe there's a way, but I personally haven't tried it. This is what I found, and I hope it's helpful! "As of Arnold 5, the opacity, ambient occlusion, and flat shaders are color shaders. They don't support opacity. You'll have to combine one of those shaders with a shader that does handle opacity (for example, use the color from ambient occlusion with the opacity from standard surface)."
If you want this for a substance to maya workflow. Plug the basecolor(into input 1) and plug the ai ambientOcclusion out color(into input 2) into a multiply Divide then plug the multiplydivide into basecolor of the aistandardsurface
just what i needed! thank you so much x
You're so welcome!
hi, I have a question, I have a character that is dived in parts, so the arms are a different object than the legs and all this parts have different uvs, when I try to do this is baking like a projection of the colors, so like the arm color gets projected on the leg... so basically everything is a mess and it looks terrible because Im not only getting the light, texture and shader information but all the colors are bleeding on the other objects... is there a reason for this to happen?
Whenever I bake AO with arnold, I get dark lines across all my seams. How would I fix this? I'm assuming this is because there's no padding options.
That's a good question. When you render in Arnold, do those lines show up? You might need to play with the occlusion settings themselves (like fall off), so the lines will go away. Hopefully that works!
forums.autodesk.com/t5/maya-forum/arnold-ao-shader-causing-black-lines-on-seams/td-p/7806114
Hello. But to get the details from a high poly mesh and then bake into the low poly mesh UV, is it possible with maya (with arnold or other way)? (I´am having to use xnormal for this...)
Hello, is there a way to organize a stage with lighting and that lighting and shadows that are generated can be printed on a texture? that when passing that modeling with that texture it would look as if it had lighting and shadows? Could you teach this in a tutorial? thanks!
looking for a good tut as well
I would like to know is it Arnold can bake ambient occlusion on to vertex color like Mental Ray?
Hey I generated my AO map but now I want to apply back to my model. Where do I plug in the AO in my Arnold standard surface shader?
How can we bake curvature map in Arnold and will you make a tutorial in future...
Plus 1 here, if it's possible to make another video or tell us how to bake other maps like curvature & normal...etc in Mtoa3/Arnold 5
Hi Darth Kenobi (love the name!) :D,
if you create the aiCurvature node network, and go through the same process, it will export the texture with the curvature attached. Pretty neat! Sometimes it's better to show, so I'll add it to my list of future tutorials. Thank you for your suggestion! I appreciate it. :)
Hi Hazam, thank you for your comment. I think it would be a good idea to make a tutorial on how to bake curvature maps. I've added it to my list!
As for normals, I have an oldie but still good video tutorial on how to bake normal maps. Maybe it needs an update? Let me know your thoughts!
ua-cam.com/video/aoxs5c1bjw0/v-deo.html
Thanks for your kind information...
No problem!
Very useful video for me, thank you so much 👍👍👍
Thank you for watching! :)
I've been trying to bake textures with the Arnold utility and maya hangs up indefinitely. Is there something in my settings I might be missing? It creates the EXR file in the directory I specify but never finishes writing it.
That's weird. Have you tried exporting something else than an EXR? What Maya are you using? Did you try a lower resolution so it doesn't take as much time? Just a bit of troubleshooting. :)
Nice! But how do I transfer an AO map from a high poly model to a low poly model UV set? With the discontinuation of Mental Ray, it seems AO is no longer an option in Transfer Maps.
it is perfect. thank ypu very very much. please continue that lessons!!!
Thank you so much Deniz. Really appreciate it!
hi, very Helpful guide... you make me save hours of work. just a question: whern i bake occlusion map and open it in Photoshop, The layer has only black and white, no transparency. I mean; the black cover all the texture out of the uv borders. can i fix it ?
Hi Nicola, I don't think it will give you transparency (I haven't tried it, to be honest). You usually bake the occlusion to multiply it over your texture, so it shouldn't matter too much that it doesn't have an alpha. Outside the borders is white... are your results different? What are you trying to achieve with baked occlusion?
@@AcademicPhoenixPlus Outside the borders is black. i'm working on a 3d models of furniture like sofas and beds. those models are intended to be used with augmented reality on a smatrphone app, so i must bake occlusions and shadow
Sounds like a a fun job! do you have an image of the black borders? Can you post it in my FB community? Ppl are really nice there and I can see your image there too. :) facebook.com/groups/academicphoenixpluscommunity/
Is their any use for this map if we're doing pre-rendered stuff? Don't you get occlusion when you render anyway?
Hi Hepzibah, thank you for your comment. You can definitely get occlusion while you render. The purpose of this tutorial is more to bake out a texture so that you can manipulate it. Occlusion is very smooth, even and pretty, so it isn't very helpful if you want to add uneven dirt in the nooks and cracks. Also, you can use this to fake occlusion in game engines like Unity and Unreal, that can't afford to render out occlusion. I hope that helped! :)
Hi. Mam . I need a rig character with blend shape. How much you will charge?
Thank you for the offer Ialit. Right now my plate is full and can't take up any jobs. Check out RigDojo for people who can rig!
thankyou you .. great video
Thank you Warrior! I appreciate your comment. I'm glad it was helpful!
Is there a way to bake the *settings* rather than a composite of the maps?
For example, if I played with the transmission settings using hypershade nodes (range, noise, etc.) and wanted to create a grayscale map of that for a game engine to read, could I somehow bake the transmission?
Maybe I could change the transmission node in the hypershade to a color node and that would work for baking it?
You rock, thanks!!
Glad it helped!
hi i have one ? Regarding About How to take ( UDIM Based Ambient occlusion Rendering ) ?
Hi Agastin Raj, are you asking about how to implement Ambient Occlusion? I have a video just for that! ua-cam.com/video/yYW9XwEFJOU/v-deo.html
If not, let me know. :)
Thank you so much for this great video
Isn't it surprisingly easy? Thank you for your comment, Andreas!
Yes indeed and AO looks way more accurate for me now. Ty again :)
Is there a way to export the texture with increased seams like we have on transfer maps?
gyazo.com/8f5b5f92eb47eff01d5dd670dc023bfa (fill texture seams)
Sorry, Andreas. That has me stumped. I hope you can find a solution!
@@AndreasNK forums.autodesk.com/t5/maya-forum/arnold-ao-shader-causing-black-lines-on-seams/td-p/7806114
Is there a way I can plug my AO map into my arnold mat without using that mix node?
You can plug it in anywhere! Some like to plug it in the color Weight. Experiment and see what works. :)
You are awesome, thx so much🙂
Baking occlusion is surprisingly easy! thank you for your comment, Obrad. :)
AWESOMEEEE
Yey! Glad it's helpful, I am vectorboi. :)
thanks
You are welcome, Rishab!
how do you s ave the exr file to PNG or JPG ?
I believe you are going to have to get a plug in for Photoshop. I'm not sure. Have you tried Googling it?
@@AcademicPhoenixPlus Upgrading Arnold to the latest version gives an option to extend edges and fixes this black lines issue !!!
Thank you!
You are very welcome!
Thank you.
You're welcome!
How to bake AO map from a high poly model to a low poly model in Maya 2018-19-20 .... ??????????????????????????????????????????????
DANKE
Your welcome! I hope it was helpful!
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