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Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Is there a way to use a custom camera for baking textures?

7 REPLIES 7
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Message 1 of 8
rudy4HYXA
662 Views, 7 Replies

Is there a way to use a custom camera for baking textures?

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.

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7 REPLIES 7
Message 2 of 8

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.

Message 3 of 8

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.

Message 4 of 8

C4D can use it ? thanks

Message 5 of 8
sirina.brough
in reply to: rudy4HYXA

Hi there!

Did you find another solution for this problem?

Thanks!

Message 6 of 8
sirina.brough
in reply to: rudy4HYXA

Hi @rudycortes

Did you find another solution for this?

Cheers

Message 7 of 8
rudy4HYXA
in reply to: rudy4HYXA

Hello Sirina

No, we did not find a solution to the problem.We ended up taking another route. Good luck

Message 8 of 8
pia87TC8
in reply to: rudy4HYXA

Has anyone found a solution to this yet? I also need to bake view dependant reflections for a video game asset.

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