Pretty good tutorial. However, your normal is toast. You need to turn off Gamma Correction before you bake the normal map. That is why your normal is all washed out.
@@kyvandieng Rendering - Gamma/LUT Setup - Uncheck "Enable Gamma/LUT Setup". Only do this for baking a Normal Map. Otherwise it should be left checked on.
Nice tutorial. However, Baking to texture is not a new rendering system (time 01:24) compared to rendering to texture. They serve different purposes. When we use baking to texture, we are actually planning to "RECREATE" our camera angle and lighting system at render time, whereas when rendering to texture is used, we will have much more control over our rendering environment during render time. Thank you 💯
No. This is incorrect. The original utility in 3ds Max for baking maps was "Render To Texture". It was designed to work with the Scanline Renderer and also worked with Mental Ray. However, it does not support the new "Physical Material" nor does it support the Arnold renderer. The new "Bake To Texture" utility is an updated version that supports both the "Physical Material" and Arnold. The new "Bake To Texture" utility makes the old "Render To Texture" utility obsolete.
Hey there, any idea how to enable anti-aliasing? I've tried using the old way of enabling global super-sampling and switching to Hammersley or MAX 2.5 Star, but the bake process seems to ignore it entirely. Thanks in advance.