I need to create extremely optimized lods for a bunch of mid-poly characters. Many of them have fur and hair, made with classic hair cards. The problem is when I try to bake the textures to the low poly mesh, the alpha channel of the hair cards returns black spots on the baked maps. Has anybody faced this issue? Is there any baking tool that is capable of reading alpha properly and bake it to another geometry as if there’s no geometry underneath transparent pixels?
I would just convert the hair cards geometry into a lower res LOD. It might be easier to take that path.
Won’t work with the fur though. Also the optimisation is very limited on polycount. I would need to delete all the strands but a few
You said you used hair cards, I was referring optimizing those. It is not easy to transfer hair cards or hair to LODs. What you can do is to render them from different angles and combine them as textures for your lower LODs.
hey there, ı was see same black spots, ı think you are using “selected to active mesh” option at bake setting. Under that setting there is 2 additional setting, play with them, ray visibiliy ı remember it can be 0.1 or something like that, it depends on your mesh size, and becarefull for other meshes that they visible at render while making bakes. Hope it helps