• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Blender Baking in Blender - need advice. Noisy baked image.

Hi, I'm trying to do a simple bake - cycles, albedo only. It's for having people in Micrdosoft Flight Simulator scenery I'm developing. I imported the human figure from Make Human into Blender, and it looks good. It's in several objects, so I joined them - still looks good. But I need to bake everything into one texture image. I duplicated the object, created new 2048x2048 blank image (no alpha), "UV smart project" to create a UV map, created blank material, connected my blanc image to base color, then made a Bake "selected to active". UV map appears correct in the new object, but the image is all noisy and grainy and weird, mostly consisting of dots. UV seems to be correct, so the correct parts are mapped to the corret image, it's just the image is extremely bad quality. Also, the parts that were covered by clothes (torso) are clearly showing now. See images.

Please advise on how to make the baked texture look reasonably good.

I also tried BakeLab plugin, but they way it did UV maps is so crazy, the result is with completely wrong UV map.
I've had exactly the same problem with a totally unrelated model before, so it's not anything with the specific Make Human model. So, using Blender built-in baking with cycles, here is where I am at the moment:

1619109272567.png

Original object I'm baking from:
1619109249403.png

My baked image - all those pixels! Some areas are correct, others are full of black pixels!
1619110568716.png
 
Last edited:

Pyscen

Resource contributor
The start sampling is only set to 1, trying raising it along with the rendering. You might have to wait awhile for your computer complete it too. This is one of the reasons that baking through Blender can be time comsuming.
 
I figured it out I think. All it needed was "Extrusion" to be set at 0.31. But I'm having a hell of a time trying to use Mixamo animated figure in MSFS. Making a new post now...
 
The start sampling is only set to 1, trying raising it along with the rendering. You might have to wait awhile for your computer complete it too. This is one of the reasons that baking through Blender can be time comsuming.
That only relates to denoising; start setting of 1 is correct there.
 
I figured it out I think. All it needed was "Extrusion" to be set at 0.31. But I'm having a hell of a time trying to use Mixamo animated figure in MSFS. Making a new post now...
Just a question - does this kind of baking have to be done with the 'Selected to Active' checked? For my recent diffuse + AO + shadow baking I usually leave that off. It is also interesting that only certain areas are affected. Could there be a hidden object in the background that could be interfering with the render baking? I often find this when I turn an object off but forget to turn off the render checkbox for that item as well (camera icon in the expanded collection properties).

Glad the extrusion solved it - so it was a caging issue then?
 
Yes, I think. I don't really know what caging is, but black dots were a mix of new blank object and original object as they occupied same space. I moved the new object and got it black only with the same effect on the part ovelapping the original object. That lead me to the idea that the new object gets in the way. So I started to play with all kinds of "expansing" settings and that was it. Now I only need to figure out Mixamo bone animation problem as I posted here: https://www.fsdeveloper.com/forum/t...ed-people-distorted-animation-in-msfs.452304/
Don't know what to do...
 
Have you tried changing "NLM" (native Cycles denoiser) to "OpenImageDenoise" (Intel's denoiser)? I get much better results with it...
 
Top