sorry if this has been already requested, but it’d be great to have the option to bleed the texture (extend it a given amount of pixels over the UV border) when baking. Currently depending on the resolution there seems to be a seam.
Also, as a side note, I tried to bake multiple UDIMs, and while I’m able to do that from a multiple UDIM source, I can’t seem to be able to figure out how to manage the same thing with a target topo that has lot’s of UDIMs (for example baking from a single UDIM scan to a base topology with 20-40 UDIMs.)
Also, as a side note, I tried to bake multiple UDIMs, and while I’m able to do that from a multiple UDIM source, I can’t seem to be able to figure out how to manage the same thing with a target topo that has lot’s of UDIMs (for example baking from a single UDIM scan to a base topology with 20-40 UDIMs.)
Unfortunately, wrap can’t do that. An ugly workaround that I use sometimes is to remove polygons from the basemesh leaving only ones that correspond to the first UDIM, then bake the texture for them. Then remove everythin leaving only polygons for the seccond UDIM and bake for them producing another image.
yes, extrapolate was the one, thanks - sorry, I was looking in the bake transfer settings for something like that. I should read the manual
As for UDIMs, I guess I could have a duplicated input geo with polygroups per UDIM and just use a delete poly node to get rid of the rest for each of them, as long as all of them don’t need to be in the U0V0 space. Main thing would be to output color maps onto a FACS session for skin color variation across facial expressions, onto a production mesh.