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Look into baking. There are various options including "full bake",
which should give you a texture with all lighting, shaders, etc.
applied. I've not actually tried using that system myself though.<br>
<br>
<div class="moz-cite-prefix">On 21/10/2014 9:28 PM, Khalifa Lame
wrote:<br>
</div>
<blockquote
cite="mid:CAKQbnQ0vYxaz=prJ4CH14XkLZXeuZXiUta5-UdCadUg4MtSZ9Q@mail.gmail.com"
type="cite">
<div dir="ltr">Thanks.
<div><br>
</div>
<div>One other thing, please. I need to access the final results
of the texture stack. For example, a texture for the model's
color (the result of blending all the textures that influence
color), another for normals, another for specular, etc. </div>
<div><br>
</div>
<div>bpy.types.Texture.evaluate() sounds like it could be useful
but it doesn't take any arguments that could specify which
channel to return eg. color, normal, alpha or spec</div>
</div>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Tue, Oct 21, 2014 at 8:25 PM, Tom
Edwards <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:contact@steamreview.org" target="_blank">contact@steamreview.org</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000"> You want
Object.to_mesh(). It returns a mesh datablock with all
modifiers etc. applied and works on all object types
except empties.
<div>
<div class="h5"><br>
<br>
<div>On 21/10/2014 7:52 PM, Khalifa Lame wrote:<br>
</div>
<blockquote type="cite">
<div dir="ltr">Exporting the mesh might not be an
option in my situation. I'd like my renderer to be
able to draw on the viewport in real time.
Exporting and then reading back the data would be
too slow for this.
<div>The renderer is being designed to make use of
the bgl module, so all of its work is done
within the blender application.</div>
<div><br>
</div>
<div>I can't find any good example that seems to
fit my approach. cycles doesn't depend on the
python API; luxrender and co use exporters,
since they don't have any real time features.</div>
</div>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Tue, Oct 21, 2014 at
7:41 PM, Jeremy Bayley <span dir="ltr"><<a
moz-do-not-send="true"
href="mailto:jbayleyvisuals@gmail.com"
target="_blank">jbayleyvisuals@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0
0 0 .8ex;border-left:1px #ccc
solid;padding-left:1ex">
<div dir="ltr">If you are trying to get you
assets without exporting it might not be
possible to do in a simple way. For example
if you have modifiers on an object and you
try to link that object to another project
the modifiers are ignored. So if you don't
use export you will probably have the same
issue trying to send data to an external
render without doing system level coding.<br>
</div>
<div class="gmail_extra"><br>
<div class="gmail_quote"><span>On Tue, Oct
21, 2014 at 10:38 AM, Khalifa Lame <span
dir="ltr"><<a
moz-do-not-send="true"
href="mailto:khalibloo@gmail.com"
target="_blank">khalibloo@gmail.com</a>></span>
wrote:<br>
</span>
<blockquote class="gmail_quote"
style="margin:0 0 0 .8ex;border-left:1px
#ccc solid;padding-left:1ex">
<div>
<div>
<div dir="ltr">How does one retrieve
the final (with all modifiers
applied) vertex/face information
from objects in a blender scene? I
wish feed the info into an
external renderer.
<div><br>
</div>
<div>It would also be nice if it
worked with curves/nurbs/meta
and so on.<span><font
color="#888888"><br
clear="all">
<div><br>
</div>
-- <br>
khaliblooŽ<br>
<br>
</font></span></div>
</div>
<br>
</div>
</div>
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