HELP with strange white spots

Collaborations

Hieveryone,


I am using blender 3.0 and I am doin the human workshop. I got quiet far and had to make changes on my mesh which then forced me to redo the UV mapping. That worked out well and I laid it out perfectly without ANY stretching. I then started again with the baking but noticed that the bakes look more dark grey and dont give a good contrast. I moved on until I applied to my 3rd bake the Pointiness Geometry to get the skin pores. Now as you can see in the image (white dots on the left and my first bake showing quiet dark grey) I get these strange white dot and when I try to bake it doesn't work at all and just gives me a blank image. PLEASE HELP as I dont know what to do after spending hours trying to figure it out.

  • adrian replied

    Hey pprm ,

    Sorry to read about your issue with baking, can you upload the image you refer to, as it seems to be missing.

    Someone in the community or @theluthier may have the answer.

  • prm replied

  • prm replied

    Hi! There it is. Ive tried everything by now. Even reset the Multires. but that didnt seem to help either.

  • adrian replied

    Make sure you have the correct image texture node selected when baking,

    And remember to save each texture file with a different name and each texture file has its own texture node in the shader editor.

  • prm replied

    I have done all of that. Even reset the default settings and just now made a whole new UV map and skin material in a different slot. The same problem persists.

  • prm replied

    And this problem already shows before I bake when I use the geometry node. I cant even bake as I dont even get an image... just gives me a blank. The 2 skin displacements that I do before as per Kent I can bake but as mentioned the colors also seem off. Just too grey.

  • prm replied

  • adrian replied

    With the pointiness bake, make sure the color ramp node is plugged into the viewer node, or an emission shader node, the texture node you are baking to is selected in the shader editor and the bake type is set to emission.

    I do notice you have rendered shading enabled in the 3d viewport, switch to solid mode and select texture for the color type in the viewport shading properties vis the dropdown arrow. You haven't yet baked any color information so rendered shading is not going to look as you would think.

  • prm replied

    From the picture below you can see I have done that to test out the pointiness and it doesnt work. The white dots simply wont go. Trust me Ive been sitting on this now for 10 hours straight and tried it all. And I have followed all the steps from Kent multiple times. The first time this entire process worked perfectly fine but after I had made changes to my mesh I had to do the UVs again due to errors in the texture painting.   I couldnt find a solution and I'm on a tight deadline. Is there a way that I can share the file privately with you guys to have a look? I would really appreciate it.

  • adrian replied

    You can share the file via google drive or dropbox or anything similar, set the privacy to 'only people with the link' or similar option.

    and paste the link here

  • prm replied

    ok great! Can you please share your email and I will send the link.

  • adrian replied

    You can paste the link here

    or if you want to email you can go to my profile by clicking my name and click message member.


  • prm replied

    Done and sent. 

  • adrian replied

    Looking now!

  • adrian replied

    Still looking!

    The white dots seem to reduce when lowering the multi resolution mod to 3, but this also reduces the details.

    I am beginning to wonder if the issue is with the mesh.

  • prm replied

    Yes, Ive noticed that also. I changed the multires but the problem persisted even when I made a new multires and quickly drew new details. I thought its either something in the settings or the mesh but then again normals and verts merge were fine. Tough one to crack but if anyone can do it, it must be you. :)

  • Kent Trammell replied

    I've seen this happen a few times to others following the course. If I remember correctly it has to do with the scale of the object. Try scaling your object up 10x and baking again. Note: You may need to apply the new scale for it to affect the baking math.

    (Thanks for the attention to this thread @adrian2301)

  • Kent Trammell replied
  • adrian replied

    I've been going over this again today, and as I mentioned above, I figured it has to be something to do with the mesh object,

    All the baking ducks are all in a line 🦆🦆🦆

  • prm replied

    Thank you guys!

    What a relief to finally have an answer and I just tried it and it worked. On that note I want to say thank you for not just creating such an incredible workshop @theluthier but also for being so responsive and determined to help immediately (that goes for both of you! :). You guys are amazing!

    Once I finish my portrait I will share it and also write a review.