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October 9, 2021
Question

batchtools.sbsbaker_curvature_from_mesh() -- Bake mesh maps as RGB or into specific channels

  • October 9, 2021
  • 0 replies
  • 87 views

Hello!

I am currently working with the 

batchtools.sbsbaker_curvature_from_mesh()

command and would love to know if it's possible to get the map created, to be RGB instead of Grey.
Kudos if you have tips to change it's bit depth too, currently I am using `ImageMagick` to make that happen, but going from 32 -> 8 bit-depth is a challenge to get the exact same result as what you get from substance... ANWAYS back to the subject....

I am using literally just this code to create the map (apologies for the extra arguments in there, I wrote them so I matched what was in my substance bake).

 

from pysbs import batchtools

my_file = 'D:/Production/Assets/Character/demon_munchkin/MODEL/Maya/exports/basic_retopo.fbx'
my_dest = 'D:/Production/Assets/Character/demon_munchkin/MODEL/Maya/exports/python/'
batchtools.sbsbaker_curvature_from_mesh(
                help=False,
                inputs=my_file,
                output_name='My_Curvature_raw.{udim}',
                output_path=my_dest,
                output_format='tif',
                output_size=[12,12],
                disable_gpu=False,  # False
                name_suffix_high="_high",  # "_high"
                name_suffix_low="_low",  #"_low"
                antialiasing=0,  # 0
                apply_diffusion=False,  # True
                auto_minmax=True,  # True
                average_normals=True,  # True
                dilation_width=32,  # 1
                highdef_mesh=my_file,
                ignore_backface=True,  # True
                invert_skew_correction=False,  # False
                match=1,  # 0  | 0=Always, 1=By Mesh Name
                max_dist_relative_scale=True,  # True
                max_frontal=0.009999999776482582,  # 0.009999999776482582
                max_rear=0.009999999776482582,  # 0.009999999776482582
                nb_second_rays=32,  # 32
                # normal="Path to external normal map",
                normal_format=0,  # 1  | 0=OpenGL, 1=DirectX
                normal_world_space=False,  # False
                relative_to_bbox=True,  # True
                sampling_radius=0.0010000000474974513,  # 0.0010000000474974513
                self_occlusion=1,  # 0  | 0=Always, 1=Only Same Mesh Name
                skew_correction=False,  # False
                # skew_map="External skew texture from file."
                tonemapping_max=1.0,  # 1.0
                tonemapping_min=-1.0,  # -1.0
                udim="1001",  # "1001"
                use_cage=False,  # False
                use_lowdef_as_highdef=True,  # False
                uv_set=0,  # 0
                # uv_tile=[0,0],  # [0,0]
                )

 




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