Hello there
I can see that the MtoA render to texture tool always use a TOP camera to calculate the baking. Is there any other way to provide a different camera? Perhaps to be able to bake from a "game" camera.
Sincerely.
it's not a top camera. By definition the texture baking is view independent so it cannot be attached to a specific camera. Each polygon is shaded from a "front" direction, which allows to make sure each piece of geometry can be baked. If you need view-dependent effects like specular, etc... and/or if you don't want to bake the pieces of geometry that aren't seen by the camera, then the best solution would be to do a normal rendering from a given camera and then to project it using camera mapping.
Hello Sebastien
Thanks so much for your response. I understand that baking is usually not view dependent, however in my case, we are baking textures for a video game. As such, we need the baking to happen from our game camera. ll keep looking to see if there is another solution to the problem.
Thanks for your time.
Has anyone found a solution to this yet? I also need to bake view dependant reflections for a video game asset.