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    Material baking - Simplygon panel

    The material baking component is usually used in conjunction with the reduction, remeshing, aggregation or vegetation components to cast information from the original geometry to the processed geometry, such as calculating normal maps.

    Tip

    Check out the Material baking article to learn more about Material baking.

    Main settings

    • Size of texture
      Select between manual or automatic texture size.

      • [Texture size] (Manual)
        Manually set the size of the texture.

        • Width
          The width of the generated texture.

        • Height
          The height of the generated texture.

        Tip

        For best results set width and height to be a power of two value, for example 64, 128, 256 and 512.

      • [Auto]
        Let the optimizer decide a suitable texture size.

      • Size multiplier
        Multiplier value for the automatic texture size calculation.

        • Force pow of 2
          If enabled, forces the texture size to be a power of two, e.g. 128, 256, 512, 1024 and so on.
    • Sampling quality
      Higher quality will give more accurate textures at the cost of increased processing time.

    • # Layers (number of layers)
      The maximum number of transparent surfaces that will be traced through. If the remeshed geometry has a lot of transparent triangles, use a higher number to be able to find intersections on the inside of parts of the geometry.

      Note

      # Layers is only used in combination with remeshing, otherwise the # Layers is always 1.

    • Gutter Space
      The minimum number of pixels between generated UVs texture charts.

    Material baking UV settings

    • [Unwrap new UVs]

      • Texture stretch
        Defines how much stretch is allowed in the auto unwrapped UVs. A small value will give more uniform pixel density but might produce very small charts, hence leaving some space in the texture unused. A large value will allow more stretch in the auto unwrapped UVs in order to cover as much of the available texture as possible - at the risk of generating an odd looking result due to non-uniform pixel density.

      • User weights
        If set, material baking will weight texture generation based on the vertex weights defined by using the Paint tool; regions painted green will generate a higher detailed texture than the red regions.

    • [Use existing UVs]

      • Chart aggregator mode
        Sets how UVs are divided given the selected mode:

        • Texture size proportions
          Aggregated UV charts will be scaled to keep their relative pixel density relative.

        • Surface area
          Aggregated UV charts will have their size set based on its actual geometrical size.

        • Pixel density
          The combined atlas will be resized to fit each chart so that all charts retain the same number of pixels as they originally had. This will override any manually set texture size.

        • UV size proportions
          Aggregated UV charts will have their size set based on its original UV size, disregarding the size of the texture they are used in.

      • Separate overlapping
        If set, overlapping charts in the original texture coords will be separated.

      • Input UV-set
        The input UV-set for the chart aggregator.

      • Lock UV rotation
        If enabled original UV rotation are used.

    • Gutter space
      Minimum distance in pixels between generated UVs texture charts.

    Material baking channel settings

    By default the channels group contains the most common channels as can be seen in the image below.

    Simplygon panel

    The list of default channels in the material baking channel settings.

    The channels can be enabled/disabled by pressing the switch button or removed by pressing the trashcan button Simplygon panel. The Material baking Channels settings dictates which channels will be part of the baking process.

    Tip

    For further information see documentation:

    • Material casters

    To setup a new channel, click the Add channel button.

    Caster settings
    The following settings exists in all casters.

    • Channels
      The format of the generated channel.

      • Luminance
      • RGB
      • RGBA
    • Dither type
      Specifies the dither type.

      • No dither
      • Floyd Steinberg
      • Jarvis Judiceninke
      • Sierra
    • Output texture format
      The format of the generated texture.

      • png
      • tiff
      • bmp
      • jpeg
      • tga
    • Output channel bit depth
      The bit depth of the caster channel.

      • 8
      • 16
    • Caster type

      • Color A Color caster casts a texture for the LOD to represent the original vertex-colors and/or texture.

        • Bake vertex color
          Bake vertex color to texture (multiply).

        • Bake to vertex color
          Bake to vertex color (discards texture).

        • Output sRGB
          If checked, output texture colors will be in sRGB color space otherwise linear color space will be used instead.

        • Fill mode
          Determines what to do with empty pixels in the texture.

          • Interpolate
          • Nearest neighbor
          • None
        • Use multisampling

      • Normal
        Casts a texture for the LOD to represent the original vertex-normals and/or normal maps.

        • Tangent space
          If checked, generates a normal map in tangent space instead of world space.

        • Flip backfacing normals
          If enabled, normals in the source geometry that point into the triangles of the processed geometry will be flipped to point outwards. This should only be used on geometries with known normal errors, as the result may be inferior on geometries with well-behaved normals.

        • Flip green
          If enabled, the green channel is assumed to point along the negative bi-tangent instead of the positive.

        • Fill mode
          Determines what to do with empty pixels in the texture.

          • Interpolate
          • Nearest neighbor
          • None
      • Use multisampling

      • Opacity
        Casts a texture that will represent the opacity of the original scene.

        • Dilation
          The caster will fill empty pixels surrounding filled pixels with values mixed from the filled ones. The value defines how many pixels to fill outside the original filled pixels.

        • Bake vertex colors
          Bake vertex color to texture (multiply).

        • Fill mode
          The fill mode determines what to do with the pixels that remain unfilled after both the casting and dilation has been performed.

      • SG_ATLASFILLMODE_NONE
        Do not fill remaining pixels.

      • SG_ATLASFILLMODE_INTERPOLATE
        Linearly interpolate the closest samples.
      • SG_ATLASFILLMODE_NEARESTNEIGHBOR
        Use the closest available pixel value without interpolation.

      • Ambient occlusion
        Casts a texture that will represent the ambient occlusion of the original scene.

        • # Rays/pixel
          Number of rays per pixel that shall be traced to evaluate the occlusion.
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