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Post by milkteatrait on Oct 12, 2023 14:06:17 GMT -5
hi guys... I've spent so many hours on this and I feel like it's just a stupid mistake and I've missed something but I can't figure it out! I made simple hoop earrings and everything... seemed... to be going well until the baking part. it keeps baking black. and I'm losing my mind now because I've tried so many things! I wanted to use glossy bsdf as the material--? (sorry, I'm super new to blender!!!) my brain is literally fried and I've tried so many things and I'm trying not to give up so I thought I would reach out here! I would appreciate any help or direction! I saw some posts about black spots but... my entire mesh is baking black LMFAO I've changed the view multiple times, I've changed the material settings, I didn't bake diffuse, I've tried baking combined, I've tried baking glossy only... I don't know what it could be? Additionally, I'm using blender 3.6 (with the beta version of s4s!) LINK TO THE HOOPS FILE
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Post by mauvemorn on Oct 12, 2023 15:04:27 GMT -5
Hi. In edit mode select the earrings with A, Mesh - Normals - Recalculate outside When you flip something, you need to flip normals on it. Also, when baking, there must be no overlapping uvs. The rendering engine will not know from what area to bake the data Unrelated to the problem, but you need to transfer uv_1 and vertex paint from the earrings as well, otherwise they will not morph Append the reference earrings and do the vertex paint and uv_1 thing only ( in blue )
Important note: Blender 3.6.1 and 3.6.2 had different weights-related bugs. Use newer versions.
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- With hair meshes only, uv_1 transfer turns out better if the reference has no doubles. Select the reference, in Edit mode select everything with A, Mesh - Merge - By distance, with Merge distance set to 0.0001;
- Select your hair, in Data tab rename UV map to uv_0 ( exactly like this ). There's no need in creating uv_1, it will be transferred;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier.
* Data will not transfer if you will forget to do these steps!!!
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Post by milkteatrait on Oct 12, 2023 15:08:49 GMT -5
Hi. In edit mode select the earrings with A, Mesh - Normals - Recalculate outside When you flip something, you need to flip normals on it. Also, when baking, there must be no overlapping uvs. The rendering engine will not know from what area to bake the data Unrelated to the problem, but you need to transfer uv_1 and vertex paint from the earrings as well, otherwise they will not morph
Important note: Blender 3.6.1 and 3.6.2 had different weights-related bugs. Use newer versions.
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- With hair meshes only, uv_1 transfer turns out better if the reference has no doubles. Select the reference, in Edit mode select everything with A, Mesh - Merge - By distance, with Merge distance set to 0.0001;
- Select your hair, in Data tab rename UV map to uv_0 ( exactly like this ). There's no need in creating uv_1, it will be transferred;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier.
* Data will not transfer if you will forget to do these steps!!!
| | To check if everything worked out, switch to Data tab again. If you see new vertex groups, uv_1 and color0, everything is most likely ok. However, there are a few more things you need to check and (possibly) do.
If color0 appeared in the list, it transferred.
To see how weights transferred, switch to Edit mode, select one vertex in the bangs/hairline/chest area. You may encounter 4 situations:
- If no more than 4 vertex groups affect it and the sum of their values equals 1, everything is good;
- If there are many vertex groups with 0.000 values, this is a Blender 3.6.1 bug ( and Blender 2.76 - 2.79 ). You have to fix it with Mesh - Weights - Clean, with Subset set to All groups;
- If all vertex groups have the same exact value, this is Blender 3.6.2 bug and can be ignored;
- If more than 4 vertex groups affect one vertex, but none has 0.000 value, select everything with A, Mesh - Weights - Limit total. It is best to always do this step for hairstyles with bangs, clothing, necklaces, etc.
To check how uv_1 transferred, choose it in the list and look in the UV editor. It will look odd, but that is normal. The stretched UVs in the middle aren't meant to be this way, but it causes no problems with the hair ( only ). You can leave it as is or you can fix it as shown here. |
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You are literally the best, thank you so much for this breakdown!!!!! I’m going to try this out and post an update!! Thank u thank u thank u thank u for all your time and help!!!!
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Post by mauvemorn on Oct 12, 2023 15:09:44 GMT -5
I edited the post for some clarifications
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Post by milkteatrait on Oct 12, 2023 23:23:31 GMT -5
Hi. In edit mode select the earrings with A, Mesh - Normals - Recalculate outside When you flip something, you need to flip normals on it. Also, when baking, there must be no overlapping uvs. The rendering engine will not know from what area to bake the data Unrelated to the problem, but you need to transfer uv_1 and vertex paint from the earrings as well, otherwise they will not morph
You are literally the best, thank you so much for this breakdown!!!!! I’m going to try this out and post an update!! Thank u thank u thank u thank u for all your time and help!!!! thank you so much for all of this!!! I'm stuck on a step and I've tried googling this around but in step 13, I'm unable to select uv_1 for layer selection for the data transfer. I don't have uv_1 so I just... made one? LOL I am so unsure about this, I'm so sorry! but it won't let me select it in layer selection. but in layer mapping I'm able to. I'm going to search around a bit more to see if I'm doing something wrong! EDIT: I wasn't thinking straight LMFAO. I realized I should've put a uv_1 on the reference!
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