[Bf-funboard] Lightmaps and Render Baking
matt at mke3.net
Wed Jan 10 12:13:16 CET 2007
Yes, I've run into the same problems. It also means that you can't
bake anything with a UV texture (eg. doing a full render bake of an
environment that uses UV textures), while that texture is assigned to
the faces. It's a real mess.
It would be great if when doing the baking, we had a few more
options. I can imagine some kind of UI like:
[ Menu: UV layers | use active UV layer / unwrap to existing UV
layer / unwrap to new UV layer ]
- [ Menu: Unwrap | Archimap / UVtiles / blah / blah ]
[ Menu | use active image / bake to new image ]
- [ Texture size: ?px ]
or something like that...
On 10/01/2007, at 9:59 PM, Carsten Wartmann wrote:
> fantastic possibilities!
> However it could be better ;-) But maybe its also my incompetence?
> So heres my way to do:
> * uvmap (archimap usually)
> * add a new Image
> * bake render
> * add a second UV layer
> * uvmap (tiled or whatever for walls/ground etc) with image textures
> * make material setup
> * Start GE, be happy
> So far so good.
> But now when I want to recalc the Lighmaps:
> * select the Lightmap UV Layer (or not, but it seemed logically to me)
> * bake render
> Now I end up with a totally BLACK "Light"map....
> As workaround you have to remove the Material then bake and then
> reassign the material an exchange the texture for the new lightmap.
> Hope this makes sense?
> I wish the baking could be more clever, mostly (always?) I want to
> overwrite the old Lightmap the new generated LM. If I have some
> maps in a scene saving them all can be tendious.
> Best Regards,
> Bf-funboard mailing list
> Bf-funboard at projects.blender.org
Matt Ebb . matt at mke3.net . http://mke3.net
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Bf-funboard