bake from selected to active gives results that seem bogus #52519

Closed
opened 2017-08-24 02:12:15 +02:00 by Robert Forsman · 8 comments

{F723221}System Information
Linux bubastis 4.0.5-gentoo #2 SMP Tue Jan 3 15:53:31 EST 2017 x86_64 Intel(R) Core(TM) i7-4800MQ CPU @ 2.70GHz GenuineIntel GNU/Linux
01:00.0 VGA compatible controller: NVIDIA Corporation GK107GLM [Quadro K1100M] (rev a1) (prog-if 00 [VGA controller])

Blender Version
Broken: blender-2.79-rc1 and 2.78c

Short description of error
Attempting to bake from selected to active malfunctions for a group of cylinders.

Specifically "tank lower"* and "tank upper" selected_to_active "tank cluster bake 1".

Exact steps for others to reproduce the error

Select the above-mentioned cylinders that are children of "tank cluster A" and make sure that "tank cluster bake 1" is active. Then use the Bake button in the render panel. The necessary material node and UV map are already active.

The resulting image is not suitable for use as a baked texture (for example on "tank cluster bake 1.002")

{[F723221](https://archive.blender.org/developer/F723221/bug.blend)}**System Information** Linux bubastis 4.0.5-gentoo #2 SMP Tue Jan 3 15:53:31 EST 2017 x86_64 Intel(R) Core(TM) i7-4800MQ CPU @ 2.70GHz GenuineIntel GNU/Linux 01:00.0 VGA compatible controller: NVIDIA Corporation GK107GLM [Quadro K1100M] (rev a1) (prog-if 00 [VGA controller]) **Blender Version** Broken: blender-2.79-rc1 and 2.78c **Short description of error** Attempting to bake from selected to active malfunctions for a group of cylinders. Specifically "tank lower"* and "tank upper" selected_to_active "tank cluster bake 1". **Exact steps for others to reproduce the error** Select the above-mentioned cylinders that are children of "tank cluster A" and make sure that "tank cluster bake 1" is active. Then use the Bake button in the render panel. The necessary material node and UV map are already active. The resulting image is not suitable for use as a baked texture (for example on "tank cluster bake 1.002")
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @mutantbob

Added subscriber: @mutantbob

Added subscriber: @zeauro

Added subscriber: @zeauro

Except bad settings and scene set-up, I see no bug, here.

It does not make sense to make a huge margin of 16 px if there is only a space for 2 pixels between UV Islands.
Then, you have to precise a ray distance different from 0 or use another mesh as a cage to precise clipping the same way your camera for common renders has clipping values.
Set it to a distance of 0.1 and you should obtain a decent result.

Except bad settings and scene set-up, I see no bug, here. It does not make sense to make a huge margin of 16 px if there is only a space for 2 pixels between UV Islands. Then, you have to precise a ray distance different from 0 or use another mesh as a cage to precise clipping the same way your camera for common renders has clipping values. Set it to a distance of 0.1 and you should obtain a decent result.
Author

The distance=0.1 solved the problem on 2.79 rc1 .

I got a SEGV in 2.78c, but we probably don't care about that with 2.79 on the way.

The distance=0.1 solved the problem on 2.79 rc1 . I got a SEGV in 2.78c, but we probably don't care about that with 2.79 on the way.

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2017-08-26 16:42:41 +02:00

Closing then. Note that we do not handle user support on this tracker, only bug reports. User forums like blenderartists.org or blender.stackexchange.com should be used for that matter.

Closing then. Note that we do not handle user support on this tracker, only bug reports. User forums like [blenderartists.org](http:*blenderartists.org/) or [blender.stackexchange.com](http:*blender.stackexchange.com/) should be used for that matter.
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Reference: blender/blender#52519
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