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Hi Fredrik,<br>
<br>
If you read my reply again you will notice that I never actually
said anything about removing OS normal maps. WS and OS normal maps
are not the same thing. ;)<br>
<br>
The reason I suggested removing WS normal maps is that they are
virtually identical to OS with the exception that they need to
remain in the same position and can't be rotated etc. and as such
they are the least flexible normal maps of all. OS normal maps would
serve exactly the same purpose with less code to maintain in the
future.<br>
<br>
Handplane actually requires Object space and not World Space btw. so
you don't really want to be using WS normal maps.<br>
I'm not sure what you mean by less errors really. Baking to Object
space does nothing to reduce errors in bakes, it just ignore the
crude smoothing of the low poly mesh which when set up incorrectly
for Tangent space can give you seams etc.<br>
<br>
Cheers,<br>
<br>
-Andy<br>
<br>
<div class="moz-cite-prefix">On 26/03/2014 09:14, Fredrik hansson
wrote:<br>
</div>
<blockquote
cite="mid:1395825273.1542.YahooMailNeo@web160303.mail.bf1.yahoo.com"
type="cite">
<div style="color:#000; background-color:#fff;
font-family:HelveticaNeue, Helvetica Neue, Helvetica, Arial,
Lucida Grande, sans-serif;font-size:8pt">
<div><span>i was wondering other than using the cage as a
blocker mesh(great feature to have btw) why not use
shapekeys instead if you are supposed to have the same
topology and control the ray direction with those.</span></div>
<div style="color: rgb(0, 0, 0); font-size: 10.6667px;
font-family: HelveticaNeue,Helvetica
Neue,Helvetica,Arial,Lucida Grande,sans-serif;
background-color: transparent; font-style: normal;"><span>easier
to use imo and less destructive since you could change your
underlying mesh and not have to redo the cage every time.</span></div>
<div style="color: rgb(0, 0, 0); font-size: 10.6667px;
font-family: HelveticaNeue,Helvetica
Neue,Helvetica,Arial,Lucida Grande,sans-serif;
background-color: transparent; font-style: normal;"><br>
<span></span></div>
<div style="color: rgb(0, 0, 0); font-size: 10.6667px;
font-family: HelveticaNeue,Helvetica
Neue,Helvetica,Arial,Lucida Grande,sans-serif;
background-color: transparent; font-style: normal;"><span>secondly
removing object/worldspace normalmaps isn't actually a good
idea sure everyone uses tangetspace normals but if you use a
tool like handplane for example then you actaully always
want to bake worldspace normalmaps since that generally
leads to less errors in the bake and can easily be
transformed into a tangentspace normalmap for your target
game engine(provided that the tool supports that engine). it
also allows for topology changes without rebaking well as
long as you don't change the uvs that is.<br>
</span></div>
<div style="display: block;" class="yahoo_quoted"> <br>
<br>
<div style="font-family: HelveticaNeue, Helvetica Neue,
Helvetica, Arial, Lucida Grande, sans-serif; font-size:
8pt;">
<div style="font-family: HelveticaNeue, Helvetica Neue,
Helvetica, Arial, Lucida Grande, sans-serif; font-size:
12pt;">
<div dir="ltr"> <font face="Arial" size="2"> On Thursday,
March 20, 2014 6:34 PM, metalliandy
<a class="moz-txt-link-rfc2396E" href="mailto:metalliandy666@googlemail.com"><metalliandy666@googlemail.com></a> wrote:<br>
</font> </div>
<div class="y_msg_container">
<div id="yiv3751756106">
<div> Awesome work, Dalai.<br clear="none">
<br clear="none">
I have spoken to you about this on IM but I figured
it would be good to get this on the list too, so
please forgive any overlap between the list and our
conversations. :)<br clear="none">
<br clear="none">
<ol>
<li>Any ideas when we are going to get to see the
cages? This shouldn't ship with Blender until we
can see how far the cages are extruding. The
cage feature should definetly be a modifier as
it allows the flexibility to modify the cage and
other gui such as picking the colours of the
cage with perhaps some sliders for offsetting
everything easily.</li>
<li>AA is very important, but not as important as
being able to view the cage in real time. A good
default for AA would be 4xAA. Anything more isnt
worth the extra rendering time and anything less
doesnt match up well enough in terms of quality.<br
clear="none">
</li>
<li>The Custom cage title is not correct. Custom
cages are when the user has modified the
topology of the cage by moving verts/topology
and meshes under this slot do not need to have
modified verts/topology in order to work. They
could use a regular mesh or have one imported
from another application so just calling it Cage
mesh or Cage object would be perfect. Calling it
cage mesh goes against convention for all other
3d applications so it's just going to cause
confusion.</li>
<li>Tangent space should be default for normal
maps. I would even think about removing the
option to bake world space as no one uses them
ever in production as they are the least
flexible of all normal maps.</li>
<li>X+Y+Z+ should be default and is what is being
baked currently by default even though the GUI
says X-Y-Z- (for TS nmaps at least. IIRC OS and
WS bake an odd order that doesnt match any
convention. Something like X+Z-Y+ of the top of
my head.)</li>
</ol>
<br clear="none">
Cheers,<br clear="none">
<br clear="none">
-Andy<br clear="none">
<br clear="none">
<div class="yiv3751756106yqt3818102347"
id="yiv3751756106yqtfd23725">
<div class="yiv3751756106moz-cite-prefix">On
20/03/2014 03:08, Dalai Felinto wrote:<br
clear="none">
</div>
<blockquote type="cite">
<pre>Hi all,
Some update:
The *bake-cycles* branch is near feature complete for its first round.
The only missing bit is anti-alias which I'm tempted to post-pone
until after the first round of code-review.
Recent/New features:
* User Interface (no more need to fiddle with Python scripts)
* File Formats (save as PNG, JPG, OpenEXR, Tiff, Targa and BMP -
RGB/RGBA - 8/16/32)
* Custom Cage
* Normal swizzle (change the axis that gets mapped to RGB)
* Normal space (save as tangent, world, object)
As usual the code is here:
* <a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-freetext" target="_blank" href="https://github.com/dfelinto/blender-git/tree/bake-cycles">https://github.com/dfelinto/blender-git/tree/bake-cycles</a>
The Blender-Artist thread [1] is still getting a lot of attention, but
I would rather if testers could use the github issue list to report
bugs:
<a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-freetext" target="_blank" href="https://github.com/dfelinto/blender-git/issues?state=open">https://github.com/dfelinto/blender-git/issues?state=open</a>
I'll try to do some code cleaning up and address some of the known
issues in the remaining of the week. Hopefully the code can be
available for code-reviewers by next Blender Sunday Dev Meeting.
[1] - <a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-freetext" target="_blank" href="http://blenderartists.org/forum/showthread.php?326534">http://blenderartists.org/forum/showthread.php?326534</a>
Cheers,
Dalai
--
blendernetwork.org/dalai-felinto
<a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-abbreviated" target="_blank" href="http://www.dalaifelinto.com/">www.dalaifelinto.com</a>
2014-02-17 23:41 GMT-03:00 Dalai Felinto <a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-rfc2396E" ymailto="mailto:dfelinto@gmail.com" target="_blank" href="mailto:dfelinto@gmail.com"><dfelinto@gmail.com></a>:
</pre>
<blockquote type="cite">
<pre>Hi there.
I just pushed support for "Selected to Active" in the bake-cycles
branch. The new parameters for the operator are:
* use_selected_to_active=False
* cage_extrusion=0.0
The idea is to bake from a high-poly mesh to a low-poly mesh.
Notes:
* There is no pre-visualization of the cage
* The cage always look inwards
* The cage cannot be 'edited' (all you can change is the cage extrusion)
* The calculation is done in the local space of the objects (as if the
objects had scale 1,1,1, and were in origin with no rotation)
* I tested against XNormals (managed to install "here") and the result
seem to be matching, though the color is coded slightly different for
object normal maps:
Cycles RGB = XNormal R(1-B)G
XNormal RGB = Cycles RB(1-G)
Cheers,
Dalai
--
blendernetwork.org/dalai-felinto
<a moz-do-not-send="true" rel="nofollow" shape="rect" class="yiv3751756106moz-txt-link-abbreviated" target="_blank" href="http://www.dalaifelinto.com/">www.dalaifelinto.com</a>
</pre>
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