[Bf-gamedev] Cycles Baking Development

Robin Karlsson nosslak at gmail.com
Fri Feb 7 20:36:00 CET 2014


I think this sounds great. Thanks a lot for doing this!

A bit off-topic but you mention that cages are planned for baking, but what
about blockers (like in xNormal), are there any plans to incorporate
anything like that? For those that don't know blockers work by just
blocking the projection ray from travelling any further when it hits a
blocker mesh. Blockers are very useful if you for one reason or another
don't want to use cages or have small holes in your mesh.

Thanks
Robin Karlsson


On Fri, Feb 7, 2014 at 6:17 PM, Dalai Felinto <dfelinto at gmail.com> wrote:

> (cross post to bf-cycles and bf-gamedev)
> Hi,
>
> The development of baking for Cycles is at a stage where it can use
> some feedback. I'm interested on corner cases where baking fails, and
> would like to hear ideas on how people plan to use it in production.
> (e.g., which passes are to be used how).
>
> You can see some images of Caminades, OSL baking and more info:
> * http://dalaifelinto.com/?p=990
>
> The supported passes for Cycles are:
>
> Data Passes
> * Normal
> * UV
> * Diffuse/Glossy/Transmission/Subsurface/Emit Color
>
> Light Passes
> * AO
> * Combined
> * Shadow
> * Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
>
> Note, as frustrated as it may be, this work does not handle cage
> support. I heard on G+ that without cage nothing of this make sense,
> but that's how we planned the development.
>
> Cycles is being used to test the new design for the Baking code, and
> we will be able to slowly improve the base Blender code on top of
> that.
>
> The code is here:
> * https://github.com/dfelinto/blender-git/tree/bake-cycles
>
> Currently known issues:
> ==================
> * Seams: AO baking is producing some obnoxious seams. (not so much now
> that Im' using white as the background, but still, I would like to see
> how to implement 'margin')
>
> * Displacement: If anything is connected to the Displacement socket of
> the Material Output, the light passes render as black
>
>
> Thanks,
> Dalai
> --
> blendernetwork.org/dalai-felinto
> www.dalaifelinto.com
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>



-- 
//Robin Karlsson
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