Hi everyone!
I have been testing a texture baking workflow to be able to use procedural textures, that were created in houdini, in unreal 5 and have been having some problems.
With the help of cgwiki and other forum posts I have managed to bake texture maps of objects but apart from the N and albedo channel they are always influenced by the light setup in the scene. How would one go about baking a texture map for SSS, Transmission, Reflection ect. where light plays an essential role?
Is it possible to export them as an AOV so I have all relevant channels contained in one file?
I really hope someone can help me with this.
Cheers!
Texture Baking with Karma for light dependent channels
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