[Bf-committers] GSOC Projects

Ignacio Castaño castanyo at yahoo.es
Wed Apr 19 12:53:05 CEST 2006


On Tuesday 18 April 2006 16:19, Ed Halley wrote:
> Just to be clear,
>
> The existing script(s) take vertex colors and bake them to an image.
> They sample the procedural space at the model's vertices, so it works
> well if the model is of sufficient complexity and even-sized polys.
>
> The real need is to take every U V pixel in the image, figure out where
> it is in procedural space, and retrieve the appropriate shade (with or
> without light, AO, mixed mtex channels, other shading features, etc.).
> This should work even for very low-complexity meshes with rich
> procedural texturing.

Yeah, that's pretty common use case for game developers and I think it would 
be a nice addition to blender. The closest thing that I've seen to that is 
the script that integrates ATI's normal mapper tool, but it does not allow 
you to bake materials or lighting results.


-- 
Ignacio Castaño
castanyo at yahoo.es


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