So I was trying to bake a hair cap for my character as base for yet another try to make good realtime hair.
My current setup:
- I made a hair cap object, unwrapped it, put a hair particle system on and groomed it.
- I duplicated the hair cap, removed the particle system and used 'shrink/flatten' in edit mode so it lays over the hair from the other object.
- I converted the particle system to curves, put bevel with caps on it in the curve settings and converted to mesh.
- The duplicate got a material with a texture node and new texture for baking.
- Cycles, Selected to Active.
Now I stumbled upon something new for me:
(why, what's up with those holes and squares)
Before this I tried:
- with and without light
- Cages, Extrusion/Max Ray Distance with several different values
- the baking target as big as the hair particle object
- baking directly on the hair particle object
- using UV as mesh
- baking hair directly as particles
- having not so many crashes
- bake with alpha and not just plain black or white
- pulling my own hair out
- taking a break
- comprehending what went wrong
- coming up with new ideas
- reevaluating my hair choices
So I have no idea why it isn't working and would love to have a solution for this problem.
(Please help me)