Multiple (Diffuse) Textures Output For Optimizer and Remesher for High resolution Objects

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  • Official comment
    Support
    Hello Simon, 
     
    thank you for reaching out. 
     
    We already have your requested feature on our roadmap and hope to release it in a future update. 
    As a workaround you can currently go through the following steps to achieve the same result: 
     
    1. Remesh your model (without texture bake)
    2. Split the remeshed result in individual parts
    3. UV Unwrap each part
    4. Bake the High poly mesh onto the low poly parts (specify texture size and channel)
    5. If required, combine mesh into a single node 
    Please let me know if I was able to answer your question. 
     
    Thanks, 
    Calvin
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  • Simon P

    Hi Calvin,

    thanks for your response.

    It took a little while, but I think I got it working now. One last question though. The only way I get the desired result is by processing each part separately. Unwrap Part A, bake Part A. Unwrap Part B, Bake Part B. Is there any way to bake to all parts at once while keeping the separation of textures? If I try that now with the individually unwrapped parts One part looks like it's supposed to while the rest use the material / texture of that one part. It does not bake one texture per model part.

    Cheers,

    Simon

    P.S: would you maybe be able to give an eta regarding that feature?

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  • Andreas Strunski

    Hello Simon,

    Although InstaLOD Studio XL allows targeting meshes by name during a bake operation, you cannot specify to bake one texture per model part. However, you could adjust the Target Mesh Suffix and Source Mesh RegEx Format before each bake to include or exclude certain parts from the operation. You then still would have to run the bake multiple times but you wouldn't need to reload the scene in between.

    Another trick that could be helpful is to run the UV unwrap in parallel during a single execution. There are two ways to achieve this depending on the hierarchy of the scene that needs to be processed:

    1. If you want to create a UV unwrap for each mesh of the scene individually, you can simply disable Global Scope
    2. If you have a more complex hierarchy where groups of meshes need to be unwrapped together, you can combine them first. Alternatively, you can also set up a profile with multiple UV unwrap mesh operation entries where each uses mesh match rules to target specific meshes only by their name or path.

    The suggested workflow should allow you to speed up the processing.

    As for the ETA, unfortunately, we cannot provide you with any information on this for the time being.

    Thanks,

    Andreas

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  • Simon P

    Hi Andreas,

    Alright, thanks for the tips! Especially the regex thing. Nice.

    Looking forward to the new and even better InstaLod :)

    Cheers,

    Simon

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