Home Technical Talk

baking ptex to normal uv

polycounter
Offline / Send Message
rollin polycounter
heyho.. I'm trying to transfer / bake a ptex texture to a normal uv mapped texture. I've created the ptex paint in mudbox.

Atm I have the problem that I run out of memory VERY quickly. I have 48GB of ram and baking a 8k texture from the 26mil tries highpoly makes the pc run out of mem and enter a half-not-responsive state which ends a few hours later with a crash of mudbox.

When baking a displacement map I can bake up to 16k textures and 32k seems to break bc of not being able to create the file. But baking ptex is eating memory like its cotton candy.

Has anyone some insight into a possible workflow?

cheers

Replies

  • oglu
    Options
    Offline / Send Message
    oglu polycount lvl 666
    mudbox should store the ptex information also in uv based tif files.
    take a look into the folder saved beside your mudbox file.

    you shoudl be able to load those files onto your mesh...
    mudbox says there are no uvs on the mesh but there are uvs...
    you need to export the mesh as obj and reimport it...
  • rollin
    Options
    Offline / Send Message
    rollin polycounter
    cheers! now I understand the uv's of the ptex hp.. This is a handy info

    Anyway.. I found out what the problem was. Somehow my lowpoly had beside of the 0-1 uvs all the other uv tiles active which where used by the hp. So when baking an 8k texture mudbox was processing around 400 additional uv tiles. This totally killed the bake. With a new lowpoly there is only one active uv tile an baking goes a lot smoother.
Sign In or Register to comment.