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Baking material id maps in marmoset toolbag 3
Baking material id maps in marmoset toolbag 3







* I know you're adding support for multiple materials, but that doesn't help because minimizing the materials on an asset is important for performance. Substance Painter supports this, but it appears Mixer does not, is that true? If not can that feature be added soon? It would help streamline the pipeline and make Mixer much more usable for complex texturing.Ī simple checkbox "Use Vertex Colors as Material ID map" would be sufficient. No intermediate files, no unnecessary materials and it's all embedded in the FBX. I explain not only how to bake in Marmoset toolbag, but also so very basic concepts that will help you get good bakes.Follo. Unless there's a better way I'm missing this is kludgy and takes more work then needed.Ī more streamlined approach is to vertex paint the Material ID's into the fbx, then simply export it and immediately use. So you have to create a bunch of unnecessary materials, bake it out for mixer, then clean up the materials for your final asset and so you can actually load the FBX into Mixer to texture*. It's especially clumsy because to bake that out requires multiple materials in the original object, which you may not want in the final asset, and worse Mixer only supports a single material. By using the texture baking along with Maya shaders and materials I speed.

baking material id maps in marmoset toolbag 3

Creating and baking the texture can be cumbersome, and results in an extra intermediate image laying about. Substance Painter is a versatile instrument for creating texture maps for 3D. Mixer supports using a baked out Material ID map as an image then manually loading it into your mix, allowing for complex texturing.









Baking material id maps in marmoset toolbag 3