[Bf-funboard] Texture baker

jms bf-funboard@blender.org
Tue, 27 Jul 2004 10:34:33 +0200


trip wrote:

> 
> On Jul 26, 2004, at 9:43 PM, jms wrote:
> 
>> Campbell Barton wrote:
>>
>>> The problem with baking a procedural texture back into an image is 
>>> that it could only work if the procedural texture uses UV mapping 
>>> (not commony done)
>>> Otherwise the change in position of teh face would mess up what part 
>>> of texture was applied to it.
>>>
>>> If sombody wants I could modify the script to bake-textures into an 
>>> image (UV coords only) - Defult texture coords (Flat,sphere, quad 
>>> etc) are quite arbetry anyway, the user could just select teh object 
>>> and apply Sphere/Cylinder UV Mapping to it.
>>
>>
>> You can also use the UVpainter script for this. It can bake normal
>> lightning and   texture in vertex  paint too : you have just
>> to delete uvcoord value or vertex  paint values (delete button
>> in the Edit  Buttons  Window) and then enter in vertex  paint mode.
>>
>> jm
> 
> 
> Aw ! Yes please, the new lscm makes it very easy to make up a quick 
> broken UV map for testing a shader. And the UV paint script makes it 
> even better. Yes please if you can alter the script that would be golden.
> 
> 

You do not need to alterate the script, just delete the old uv and/or
vertex color, then enter the vertex paint mode and you can see that the mesh
takes texture colors . If it is a tight mesh you will have
a pretty resemblance . Give new uv and you will see these color in
the uvpainter screen.  You have just to save the pict with or without
line to show  uv coords.

jms