[Bf-funboard] Texture baker
Tue, 27 Jul 2004 10:34:33 +0200
> 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.
> 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.