About this document
Remeshing models of which some are opaque and others are transparent will cause unwanted results. Preparing the scene with a few easy steps will help create the desired result.
Input opacity map
It is necessary for the opacity texture to be set up correctly, when remeshing models with an input opacity texture, for example, hair cards.
Grayscale RGBA textures are required (compared to simple RGB). This is required for the baker to read the opacity information correctly.
Separate the scene
Split your scene into opaque and non-opaque meshes. This will allow for correct baking behavior.
Process the opaque models separately from the Non-opaque models (In Studio this can be done using the 'Selection Filter' or the 'Mesh match Rules').
Attention: if the models are not watertight, make sure to enable 'Ignore Backfaces'
Output opacity map
For the opacity to transfer correctly onto the output model, bake the 'Opacity' map in the 'Texture Output' window.
Comments
0 comments
Article is closed for comments.