Hi, I’ve just tried it and it’s working:
could you please try again?
https://mega.nz/file/54QUWJrB#ahE44z4gxWDAl1FzkCyQ-3or37ze1vQfsA8pgiqYhqs
Hi, I’ve just tried it and it’s working:
could you please try again?
https://mega.nz/file/54QUWJrB#ahE44z4gxWDAl1FzkCyQ-3or37ze1vQfsA8pgiqYhqs
Thank you for the quick response. Yes it works now
UPDATE
Total Baker 2.1.0 has been released!
There’s a new Total Baker version available in the Asset Store!
Release Notes:
DISCLAIMER: Some words about Bent Normals… I consider this feature as a beta. I couldn’t artistically test the generated bent normals in HDRP because I don’t use them in my projects. Also, I’ve compared Total Baker maps with the ones generated by xNormal and Substance, and I’ve found that they are all different, so the comparison didn’t produce any useful information about Total Baker maps’ correctness. I’ve implemented this feature with a quite common algorithm, which is based on the Ambient Occlusion one. Feel free to try bent normals and tell me if you notice any unexpected rendering result.
Francesco
Hello!
in the last days some users wrote me that they can’t download Total Baker from the Package Manager, and I could experience the same issue by myself.
I’ve just sent an email to the Unity Support Team to get this solved as soon as possible.
Apparently, there’s a problem with the published package.
I can clearly see an “error” in my publisher page, but I don’t know what the problem is and there’s no additional information about it:
Meanwhile, if you’re experiencing issues downloading Total Baker, please send me an email at 3pointsoft@gmail.com including your invoice number, so that I can send you the package privately.
Sorry for the inconvenience!
Francesco
Little update on the package manager error…
It seems to be fixed now!
Cheers,
Francesco
Hello!
I’m currently working on some improvements to the URP workflow, some of your feedbacks have been incredibly useful!
Also, I’m bringing back the dynamic lights transferring feature (old video here) which was removed before the 2.0 cycle due to some incompatibility issues with the new core. I’m still having problems calculating attenuation factors for point and spot lights in URP (values are quite different from Standard RP!), but the overall system works again as expected and I plan to release it in the next version.
See you in a few weeks!
Francesco
Does this plugin not support HDRP at all, or just won’t bake some of the maps used in HDRP shaders?
i’m asking since this asset seems super useful to us, but we are using HDRP in our project , but only use the standard PBR maps (Diffuse , Normal, Metallic)
Hello,
Total Baker does not support baking while inside HDRP, but it can be used to produce maps that can be used in HDRP (even Bent Normals and Mask Map which are available by default only in HDRP).
For this kind of usage, I would just create a URP o Standard Unity project dedicated to bakes, generate textures with Total Baker in it and then copy the saved maps to the HDRP project.
P.S. Actually, in the code there are some references to HDRP because it’s in the roadmap to add support to it and I’ve already started to do it, but HDRP’s workflow is very different from the other two default pipelines, so it requires major reworks that will take a lot of time.
Francesco
Hello, congratulations on this resource! I was wondering if it’s possible to generate Curvature (convexity) maps on UV2 (which I already use for lightmaps) by baking an entire scene and not just a single object. I imagine that this resource of yours may not have been created for this purpose, but I’m asking if it’s possible. Thank you!
Hello!
Unfortunately Total Baker can only bake on UV1, and only per object.
Francesco
Hi, does the curvature bake rely on vertices (so it needs a high polygon count) or on volume like in Substance? Thanks.
Hello!
The computation is done per vertex and then interpolated per pixel, so a higher polycount will produce better results.
Regards,
Francesco
If the object has multiple meshes and materials, can it output a single material and corresponding textures (with repacked UVs)?
Hello,
this is the default behaviour. In fact, Total Baker cannot produce multiple materials. It will always output a single material. But repacking isn’t automatic, you have to ensure that all the different meshes in the lowpoly model occupy a specific, non overlapped area in the UV Map, like they were a single mesh.
Thanks for the reply. Is there any way to make repack automatically? I’m using multiple meshes from different kitbash assets so they all have their own UV mapping, mostly with multiple meshes (doors, windows, couches, etc) per texture. To keep the resulting texture size down, I’ve been repacking in Blender with plugins like SimpleBake and Packmaster, but it’s very tedious and error prone.
Unfortunately managing auto repacking would be a task too huge to accomplish for me.
Personally, I use UV PackMaster too and the workflow is pretty easy.