You want to bake the fur on your uvmapimage? there is a simple way!
Here the videotutorial with explanation:
Just setup the geometry nodes and you can transform your mesh in the relative uvmap layout, and render with a setted camera from the top.
You want to bake the fur on your uvmapimage? there is a simple way!
Here the videotutorial with explanation:
Just setup the geometry nodes and you can transform your mesh in the relative uvmap layout, and render with a setted camera from the top.
This looks cool!
I have to wonder though how the resulting texture would look on a mesh. Won’t there be visible seams?
actually yes, you need to fix it up in an external program like Krita, or consider to have fur as a layer in krita and work on it
did you ever find a solution from Blender itself?
1 pixel uv seam from 1 island, plus 1 pixel uv seam from the contiguous island, make a horrible 2 pixel seam cut show in all renders.
you may want to check out this baking addon that support baking hair to mesh (you will have to add some kind of profile curve to hair strands - so that they will be ‘seen’ by baker as mesh - otherwise hair strands wont bake).
There is no need for flatten which would mess up you seams. And on longer hair flatten is unreliable anyway.
Hey, mate. I do know your tool. I love it btw, it has helped me a lot in the past.
Thanks for acknowledging the flattening fur in uv space causes seams. I have been pulling out my hair on that. (pun intended).
Personally, I came to the conclusion that baking fur is a pipe dream. Flattening, of course, gives seams, while regular selected-to-active baking requires turning hair into mesh, which either crashes your PC (because of conversion of the strands to mesh tubes) or even if successful, will look terrible (as it lacks the cool shading tricks that the “real” hair system utilizes). I developed my own parallax fur shader, but it is pain to use (mainly because of the need of flow map to style it)