[Bf-gamedev] Texture Baking Maps - Proposal

Katsbits.com info at katsbits.com
Thu Oct 31 20:19:01 CET 2013


Further to metalliandy's points (agree with respect to his observation 
regards potential for over-complication), please don't forget that not all 
bakes actually have, need or require the high/low mesh pairing.

There's also no mention of anti-aliased output in the below or the linked 
doc, or addressing some of the rendering issues attributed to non-paired 
renders which can sometimes leave linear artefacts present (ambient 
occlusion in particular seems prone to this). Just noting those here as a 
reminder.

kat

KatsBits | http://www.katsbits.com



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Today's Topics:

   1. Texture Baking Maps - Proposal (Dalai Felinto)
   2. Re: Texture Baking Maps - Proposal (Pawe? ?yczkowski)
   3. Re: Texture Baking Maps - Proposal (Dalai Felinto)
   4. Re: Texture Baking Maps - Proposal (metalliandy)
   5. Re: Texture Baking Maps - Proposal (Pawe? ?yczkowski)
   6. Re: Texture Baking Maps - Proposal (Dalai Felinto)


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Message: 1
Date: Thu, 31 Oct 2013 13:23:48 -0200
From: Dalai Felinto <dfelinto at gmail.com>
Subject: [Bf-gamedev] Texture Baking Maps - Proposal
To: bf-gamedev at blender.org
Message-ID:
<CAGjvzG3R1h8ZK2bXoDOVgaCPKk=VhBnDO4YUDXatwqHB9Qvy1Q at mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

Dear all,

Brecht, Jonathan and I had a meeting after the Blender Conference to tackle
a re-design for how we bake textures in Blender.

The proposal is explained in the "Bake Maps" section here:
https://docs.google.com/document/d/1mp3EZZPNpODGzUcU2ZV39iZIyBx_ZesxnMklejODJXA/edit

I would like to work on that after I'm done with my current assignment. So
although there is no rush, the sooner we have the design set on stone the
better.

I added a mockup of the UI, though the focus here is on workflow and
functionality. The core idea is that you should be able to re-bake a bunch
of maps by selecting an object (or multiple objects) and press bake. For
the first bake you would still need to set things up manually.

Thanks,
Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com
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Message: 2
Date: Thu, 31 Oct 2013 16:48:24 +0100
From: Pawe? ?yczkowski <pawellyczkowski at gmail.com>
Subject: Re: [Bf-gamedev] Texture Baking Maps - Proposal
To: bf-gamedev at blender.org
Message-ID: <52727BC8.4020600 at gmail.com>
Content-Type: text/plain; charset="utf-8"

I think it would be better if each bake map had a low-poly and highpoly
object selector, with the option to select more than one. This way the
user would be able to rebake maps without selecting the proper objects
per map.

Cheers
Pawe? ?yczkowski

Dalai Felinto wrote:
>
> Dear all,
>
> Brecht, Jonathan and I had a meeting after the Blender Conference to
> tackle a re-design for how we bake textures in Blender.
>
> The proposal is explained in the "Bake Maps" section here:
> https://docs.google.com/document/d/1mp3EZZPNpODGzUcU2ZV39iZIyBx_ZesxnMklejODJXA/edit
>
> I would like to work on that after I'm done with my current
> assignment. So although there is no rush, the sooner we have the
> design set on stone the better.
>
> I added a mockup of the UI, though the focus here is on workflow and
> functionality. The core idea is that you should be able to re-bake a
> bunch of maps by selecting an object (or multiple objects) and press
> bake. For the first bake you would still need to set things up manually.
>
> Thanks,
> Dalai
> --
> blendernetwork.org/dalai-felinto <http://blendernetwork.org/dalai-felinto>
> www.dalaifelinto.com <http://www.dalaifelinto.com>
> _______________________________________________
> Bf-gamedev mailing list
> Bf-gamedev at blender.org
> http://lists.blender.org/mailman/listinfo/bf-gamedev
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Message: 3
Date: Thu, 31 Oct 2013 13:58:50 -0200
From: Dalai Felinto <dfelinto at gmail.com>
Subject: Re: [Bf-gamedev] Texture Baking Maps - Proposal
To: bf-gamedev at blender.org
Message-ID:
<CAGjvzG0Xh0gxxL5mOS1HKoFokif2EG4EtNhtEi8JNeCdpz0+5g at mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

> I think it would be better if each bake map had a low-poly and highpoly
object selector, with the option to select more than one. This way the user
would be able to rebake maps without selecting the proper objects per map.

The idea was to have this panel in the 'Mesh' panel. So each object would
have its own Bake Maps. That would address your problem/suggestion, right?
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Message: 4
Date: Thu, 31 Oct 2013 17:21:32 +0000
From: metalliandy <metalliandy666 at googlemail.com>
Subject: Re: [Bf-gamedev] Texture Baking Maps - Proposal
To: bf-gamedev at blender.org
Message-ID: <5272919C.7070307 at googlemail.com>
Content-Type: text/plain; charset="iso-8859-1"

Hey guys,

I have already chatted with Brecht about this but I will summarise my
opinions below.

I think that there are some interesting ideas in the proposal but feel
that this might be getting more complicated than it actually needs to be.
Having the per object presets for baking isnt really needed as you would
generally want all the maps to have exactly the same settings for
margin, AA and use the same cages etc.

The workflow I would expect is that the user selects objects as they do
now (HP then LP), select the maps they want to bake, the size of the
maps etc. and then hit bake with the only difference to now is that they
have multiple maps selected which Blender would automatically create
with the appropriate suffixes.
The cage would already be set up before they hit bake and Blender would
look for a cage in a selected mesh somewhere or it could be added
manually in a similar fashion to how we select stuff like vertex groups now.

I would still want this to be still be in the render panel vs anywhere
else and you are rendering maps so it is the first place that you would
look.

Cheers,

-Andy

On 31/10/2013 15:23, Dalai Felinto wrote:
> Dear all,
>
> Brecht, Jonathan and I had a meeting after the Blender Conference to
> tackle a re-design for how we bake textures in Blender.
>
> The proposal is explained in the "Bake Maps" section here:
> https://docs.google.com/document/d/1mp3EZZPNpODGzUcU2ZV39iZIyBx_ZesxnMklejODJXA/edit
>
> I would like to work on that after I'm done with my current
> assignment. So although there is no rush, the sooner we have the
> design set on stone the better.
>
> I added a mockup of the UI, though the focus here is on workflow and
> functionality. The core idea is that you should be able to re-bake a
> bunch of maps by selecting an object (or multiple objects) and press
> bake. For the first bake you would still need to set things up manually.
>
> Thanks,
> Dalai
> --
> blendernetwork.org/dalai-felinto <http://blendernetwork.org/dalai-felinto>
> www.dalaifelinto.com <http://www.dalaifelinto.com>
>
>
> _______________________________________________
> Bf-gamedev mailing list
> Bf-gamedev at blender.org
> http://lists.blender.org/mailman/listinfo/bf-gamedev

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Message: 5
Date: Thu, 31 Oct 2013 18:22:22 +0100
From: Pawe? ?yczkowski <pawellyczkowski at gmail.com>
Subject: Re: [Bf-gamedev] Texture Baking Maps - Proposal
To: bf-gamedev at blender.org
Message-ID: <527291CE.8030504 at gmail.com>
Content-Type: text/plain; charset="utf-8"

Hmm. What about divided low-poly meshes? I usually work like that, for
organization purposes. Also, separating and joining objects. If I join
objects in the wrong order (the mesh that has all the bake maps set up
is not the active one), I will lose all the baking settings?

Dalai Felinto wrote:
>
> > I think it would be better if each bake map had a low-poly and
> highpoly object selector, with the option to select more than
> one. This way the user would be able to rebake maps without selecting
> the proper objects per map.
>
> The idea was to have this panel in the 'Mesh' panel. So each object
> would have its own Bake Maps. That would address your
> problem/suggestion, right?
> _______________________________________________
> Bf-gamedev mailing list
> Bf-gamedev at blender.org
> http://lists.blender.org/mailman/listinfo/bf-gamedev
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Message: 6
Date: Thu, 31 Oct 2013 16:01:24 -0200
From: Dalai Felinto <dfelinto at gmail.com>
Subject: Re: [Bf-gamedev] Texture Baking Maps - Proposal
To: bf-gamedev at blender.org
Message-ID:
<CAGjvzG1EP8igdtuCNcz=X7S2XzDJcbKXY-TK3fwu4mB_rc2jKw at mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

Hi Andy,

Keep in mind that the proposal was drafted to make it simple to re-bake the
same maps for the same (or different) object(s). So before getting to the
specifics it would be nice to see a 'show of hands' on whether this would
bring benefits.

Now for the specifics:

> Having the per object presets for baking isnt really needed as you would
generally want all the maps to have exactly the same settings for margin,
AA and use the same cages etc.

If people don't need that control per-object, then sure. It would make
things simpler. The advantage of having this per-map is that you can easily
create multiple maps for the same type (e.g., Normal) and compare

> The workflow I would expect is that the user selects objects as they do
now (HP then LP), select the maps they want to bake, the size of the maps
etc. and then hit bake with the only difference to now is that they have
multiple maps selected which Blender would automatically create with the
appropriate suffixes.

* Do you always use the same UV Map for all the maps you are baking?

* Your propose implies that all the maps are exported externally, which may
not fit so well in Blender design in my opinion. Ideally you want to bake
the maps and preview if they look good in Blender. That's why we propose to
select an Image Datablock for each map.

Cheers,
Dalai
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