• 12 Posts
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Joined 1 year ago
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Cake day: June 11th, 2023

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  • Doesn’t matter how similar it looks though.

    The only way to tell is to open up both models and look at individual points of the 3d mesh. If their positions in 3d space match up to, say the hundred-thousandth of a decimal, then it is a copy.

    But if the model was scaled or rotated or whatever, there would be no way to prove a case because there wouldn’t be a match.

    The same thing was done to prove games was lying about copying models from previous games when they claimed that it was too difficult to add all previous monsters into different games because their converter tool was giving them issues.






  • Ah, yes on the first count at least, though that criteria wasn’t on your bulleted list, I guess it was in the title.

    That being said, UV breakdown might not be as concerning in the short term if the substance is removed fairly often. I wonder if a clear gelatin or glycerin layer would last long enough?

    I’ve also seen resin-infused paper-like substrate layers of material like carbon fiber attempt to bypass the requirement of an FEP. Each print layer was a new sheet and once the print was done the un-cured material was blown away.




  • So I think I might have figured out what’s going on here.

    You have a cube you are baking to when you have the ‘enabled selected to active’, yes?

    Try adjusting the values to match what your geometry is doing between the two cubes if that is the case.

    The ‘Extrusion’ value will grow your selected object by that many units before the bake.

    The ‘Max Range’ value will determine how far past that extruded layer it will look for geometry to render.

    If your target cube is pretty close in size to your sculpt, it shouldn’t need much changing. But, if parts of the sculpted geometry intersect your target cube, you might generate artifacts in the bake like what you are seeing.

    If that still isn’t working, try skipping the ‘target object’ option all-together by changing ‘Space’ to ‘Object’ and plugging in a ‘Normal Map’ Node into the ‘Surface’ slot of the ‘Material Output’ Node of the sculpted object’s material shader.