<html>
<head>
<meta content="text/html; charset=ISO-8859-1"
http-equiv="Content-Type">
</head>
<body text="#000000" bgcolor="#FFFFFF">
<blockquote type="cite">
<div>Keep in mind that the proposal was drafted to make it simple
to re-bake the same maps for the same (or different) object(s).
So before getting to the specifics it would be nice to see a
'show of hands' on whether this would bring benefits.</div>
</blockquote>
<br>
Sure, no problem. :)<br>
<blockquote type="cite"><span
style="font-family:arial,sans-serif;font-size:12.727272033691406px">Do
you always use the same UV Map for all the maps you are baking?</span></blockquote>
Yes, for the vast majority of cases. Maybe in .01% of cases I will
bake an AO map to another UV set but this technique has largely been
made redundant with the adoption of SSAO in all modern game engines
(Even SSAO is getting old now and is being replaced by SSDO) so I
cant imagine why anyone would really want to still do this. It's
also expensive to have multiple UV sets (cost increasing with each
new vert. added in the UV map) so again I'm not really seeing the
benefit to this for game use at least. Geometry is cheaper now more
than ever but it doesn't make sense to waste it when better
alternatives exist. Perhaps it would still be a good idea to have
this for the sake of legacy though.<br>
<br>
Having said all this, it would be useful if for example when there
is a character mesh that has separate UVs for the head and body, but
even then I'm not sure that the extra complication would offset by
the benefits.<br>
Blender's baking workflow is already super fast so there isnt much
to gain in that respect IMHO.<br>
<br>
<blockquote type="cite"><span
style="font-family:arial,sans-serif;font-size:12.727272033691406px">Your
propose implies that all the maps are exported externally, which
may not fit so well in Blender design in my opinion. Ideally you
want to bake the maps and preview if they look good in Blender.
That's why we propose to select an Image Datablock for each map</span></blockquote>
Yes, but there is also the fact that many people in gamedev wont be
using Blender as the final platform or even view their texture in
Blender at all. Because of this they would have to export all the
maps to use the externally so it would be nice to automate this. I
think it is more likely that people will be viewing their textures
in UDK, Unity, CryENGINE, Marmoset or Source.<br>
<br>
<br>
Cheers,<br>
<br>
-Andy<br>
<br>
<div class="moz-cite-prefix">On 31/10/2013 18:01, Dalai Felinto
wrote:<br>
</div>
<blockquote
cite="mid:CAGjvzG1EP8igdtuCNcz=X7S2XzDJcbKXY-TK3fwu4mB_rc2jKw@mail.gmail.com"
type="cite">
<div dir="ltr">Hi Andy,
<div><br>
</div>
<div>Keep in mind that the proposal was drafted to make it
simple to re-bake the same maps for the same (or different)
object(s). So before getting to the specifics it would be nice
to see a 'show of hands' on whether this would bring benefits.</div>
<div><br>
</div>
<div>Now for the specifics:</div>
<div><br>
</div>
<div><span
style="font-family:arial,sans-serif;font-size:12.727272033691406px">>
Having the per object presets for baking isnt really needed
as you would generally want all the maps to have exactly the
same settings for margin, AA and use the same cages etc.</span><br>
</div>
<div><font face="arial, sans-serif"><br>
</font></div>
<div><font face="arial, sans-serif">If people don't need that
control per-object, then sure. It would make things simpler.
The advantage of having this per-map is that you can easily
create multiple maps for the same type (e.g., Normal) and
compare<br>
</font><br
style="font-family:arial,sans-serif;font-size:12.727272033691406px">
<span
style="font-family:arial,sans-serif;font-size:12.727272033691406px">>
The workflow I would expect is that the user selects objects
as they do now (HP then LP), select the maps they want to
bake, the size of the maps etc. and then hit bake with the
only difference to now is that they have multiple maps
selected which Blender would automatically create with the
appropriate suffixes.</span><br>
</div>
<div><span
style="font-family:arial,sans-serif;font-size:12.727272033691406px"><br>
</span></div>
<div><span
style="font-family:arial,sans-serif;font-size:12.727272033691406px">*
Do you always use the same UV Map for all the maps you are
baking?</span></div>
<div><span
style="font-family:arial,sans-serif;font-size:12.727272033691406px"><br>
</span></div>
<div><span
style="font-family:arial,sans-serif;font-size:12.727272033691406px">*
Your propose implies that all the maps are exported
externally, which may not fit so well in Blender design in
my opinion. Ideally you want to bake the maps and preview if
they look good in Blender. That's why we propose to select
an Image Datablock for each map.</span></div>
<div><span
style="font-family:arial,sans-serif;font-size:12.727272033691406px"><br>
</span></div>
<div>Cheers,<br>
</div>
<div class="gmail_extra">Dalai</div>
</div>
<br>
<fieldset class="mimeAttachmentHeader"></fieldset>
<br>
<pre wrap="">_______________________________________________
Bf-gamedev mailing list
<a class="moz-txt-link-abbreviated" href="mailto:Bf-gamedev@blender.org">Bf-gamedev@blender.org</a>
<a class="moz-txt-link-freetext" href="http://lists.blender.org/mailman/listinfo/bf-gamedev">http://lists.blender.org/mailman/listinfo/bf-gamedev</a>
</pre>
</blockquote>
<br>
</body>
</html>