Cycles Normal Baking Issue

I’m having this problem when baking from one object to another. I had something similar happen several months back but it went away when I updated to 2.77. I’m in 2.78 now. You can see my bake settings in the screen grab. Thanks for any help!


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Looks like it may be a problem with your object meshes overlapping. but i’m not 100% sure because you haven’t posted images of the viewport or attached a .blend

Try using edit mode to shrink the the mesh that you are baking to (Alt+S and then a small value, depending on the size of the mesh i usually use between 0.001 and 0.02)

Then double check to make sure the meshes are not overlapping in any areas.

Then set a good distance limit in the baking settings that is related to how far apart your meshes are… Like if the gap between the objects looks like its about 1 cm, i would set the distance to 2cm.

Also, make sure that you have no overlapping UVs on the object you are baking to.

Here’s the blend file…

http://pasteall.org/blend/index.php?id=44211

I’ll try your recommendations now and thanks for the reply!

No problem :slight_smile: If the errors persist, i will take a look at the .blend file for you :slight_smile:

Still not having any success. :frowning:

I will have a quick look for you when i get some free time :slight_smile:

It’s got to be something I’m doing wrong. I think this is the same issue I was having when I posted here…

That one was fixed by updating to the next Blender version… but I bet my settings got reset or something. I must be setting up something weird that is causing this but I can’t figure it out. :frowning:

I can try appending the object into a new scene with default settings. I’m not sure I shouldn’t break this object down more and bake each piece. I’m not an expert at this but I’m trying. :wink:

Have a look at this, it may help you…

Its a good tutorial on baking normal maps in cycles (Includes “selected to active” normal baking)

Explains cage baking too, which may solve the problem :slight_smile:

…linky?

Lmao, sorry forgot, really busy… i’ll find it for you now

edit: here ya go https://www.youtube.com/watch?v=BPy-oNtorus

Hello there

Had a quick look at this myself,
From what i can see there is afew issues here

-You have some overlapping Geo/verts in certain areas -Which im presumming is causing the issue
-Your Lowpoly UV’s arent mapped to very well
-your bevels are far to sharp

For such a simple prop (& im presumming ur planning to use it within UE4?) i wouldnt even bother baking a normal map onto that but instead just add it within PS using Ndo for the indents and bolts but anyways i will take a closer look at this and get back to you later on when i get abit of free time.

I didn’t build this originally so don’t judge me. :stuck_out_tongue: I’m trying to clean up the geometry now and get a better UV.

Thanks so much for your help guys!!

Blender seems to be not forgiving at ALL for bad geo when baking. I cleaned up the model and unwrapped it again and finally got something better but still have issues… new issues. :frowning:

Can you guys figure out what might be going wrong here?


I separated the smaller beams out and it baked fine. It has some sort of occlusion issue I guess being inserted into the main part… so it doesn’t like geometry that is penetrating. Lesson learned.

I think we’ll call this one solved.

Glad you got it sorted :slight_smile:

If you don’t want parts on one section of a mesh baking onto another then try separating them in both high and low. It’s a simple process called exploding. If you keep the distance consistent, then it’ll make it much faster to reassemble for the finished product.

@Macser - when i use the exploding method, i use duplicates of the high and low pol mesh… that way i dont have to re assemble them after baking, as the baked maps will fit the original objects UVs that i duplicated from :slight_smile: Saves a bit of time

OOoh… great ideas! Thanks so much guys! I’m learning a lot about this process.

@Jamie B
I know. I’m just a neat freak. :smiley:

You could use a shape key on the low poly too.

@Macser - Shape key you say? :smiley: I have never thought of that before! thanks for mentioning it… I’ll be including that into my workflow from now on!