Open MrAdrianPl opened 2 years ago
If I'm not mistaken, ArmorPaint doesn't bake from high poly to low poly, hence no need for a cage or ray distance. It just bakes a normal map of the low poly.
Armor paint baking tool alows baking high to low poly
Currently, Armor Paint does not utilize any raycasting abilities found in standard baking software (including Blender), thus no cage or ray distance settings are required.
The "baking" is based solely off the high poly model selected in the Baking mode. Only the selected high poly's UVs are used for "baking" purposes. So if you select your preferred high poly model in the drop down and then select the low poly model in the layer drop down, you will see that both the high poly and low poly assets UVs are merged/overlapping one another.
The only way to make baking work in Armor Paint is to make sure that the low poly and high poly models have the exact same UV layout. Obviously there will be differences in UV density, but that's to be expected. What you're essentially doing in AP is aligning high poly and low poly uvs between models, baking the high poly's texture information to a Paint Layer, and then assigning that layer to your low poly. AP doesn't have a true baking system at this time. It's a work-around of sorts.
Hi I've been wondering if it would be possible to add some parameters to normalmap baking such as cage size and rays distance etc.