Baking multiple base textures in a single pass?
I'm trying to quickly bake custom texture maps on to different lod models, from a single high res textured source model. I was wondering if there is a good way of setting this up to run in a single baking pass. I have a single highres mesh with multiple maps (color, spec, roughness, + 5-6 other custom masks) that I want to project onto a much lower res model with a different UV layout. I'm guessing this is more a feature request for future versions, but if anyone knows of a good way to do this I would really appreciate it it.
As an example, the source might be something like:
high_poly.obj
lod_01.obj
high_poly_color.tif
high_poly_spec.tif
high_poly_ao.tif
high_poly_roughness.tif
high_poly_metal_mask.tif
high_poly_wood_mask.tif
And have the base texture bake generate maps:
lod01_color.tif
lod01_spec.tif
lod01_ao.tif
lod01_roughness.tif
lod01_metal_mask.tif
lod01_wood_mask.tif
I realize I could do this with a ton of different xnormal settings files, but with the material system we're using we could easily get up to 10+ maps per each LOD I need to bake, and it would be tedious not only loading and baking all of these manually, but the wasted processing time in recalculating redundant parts of the baking process for the same 3d projection (albeit with different maps).
Thanks for the response. For now we'll probably look at making our own wrapper tool in maya to auto generate xNormal settings and bake in batch, but it would be really powerful feature for future versions to be able to have an array of input base textures generate an array of output textures with custom prefix / suffix names.






For xn3, I'm afraid the only way is to use multiple setting files. That's a thing we must improve.
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