Is there a way to bake Stingray PBS? I am trying to find a way to bake textures created in Substance Painter as it cannot be done properly there. I know there is not a lot of use for this with most game engines, but would still help me out a lot, thanks.
If by bake your mean have an UV-unwrapped version of the texture, then yes I believe we exposed a checkbox on the Stingray PBS material node in the graph to unwrap it into the viewport.
Thanks for the quick reply. Yes, that's right, a UV-unwrapped version of the texture. I have been looking in the ShaderFX graph as well as the Hypershade, not sure which other graph you would mean, but I can't seem to find a checkbox anywhere for this.
In my version there is a checkbox called: "Unwrap to viewport".If you create the 'Stingray PBS' shader and go inside the shaderFX graph.Then select the 'Stingray PBS' orange material node.The checkbox is on there for me.
Ah, when I create a stingray PBS shader, there is no material node in the ShaderFX graph for me, just a standard base node with nodes plugged in for color, normal map, metallic, etc. I am using Maya 2017.
Yes "Standard Base" is the node I was referring to that has the unwrap checkbox.
Not there for me :( https://i.gyazo.com/7402f57101bcc5c8a63ca49251c5ed7a.png
What if you select that Node, do you see it in the attribute panel?That is where it should show up.
Ah alright I found it in the Property Editor of the Hypershade window. I see it's unwarpped on the viewport now, but not sure how to actually bake a texture from this. Thanks for being so patient and helping me with this.
You would screen-grab the viewport and save it as texture.Probably want to disable some of the 'info labels' that the viewport shows by default.Can probably automate it via MEL.It may not be the best solution, but its what exists today.
Ah, yeah I was hoping would work the way you can bake a regular shaderFX material. I'll keep messing with it. Thanks for your help.