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24th May 2010, 02:34 PM | #1 | |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
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Thus, if this plugin requires unique UV coordinates for every surface it to do it's thing, it's kind of pointless for games, isn't it? Or am I missing something here? I'm sure I am. |
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25th May 2010, 11:45 AM | #2 | |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
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Put simply, each UV must not overlap with another one on your UV map. Take a cube, it has 6 faces. If you put all these 6 faces in a unique place on the UV map (and all these UV are not overlapping each other) then it's ok. But if you put for some reasons, let's say the top and bottom faces at the same place on the UV map (or both are overlapping somewhere) then it's wrong (for a proper use of Lisa's plugin).
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OL. Last edited by luuckyy; 25th May 2010 at 11:48 AM. |
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26th May 2010, 01:38 AM | #3 | |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
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26th May 2010, 05:28 PM | #4 | |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
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The first set of texture coordinates is for the diffuse map, and is as you describe: overlapping as much as possible to use texture space as efficiently as possible. The second set of texture coordinates is specific to the lightmap. It's a unique atlas, and the lightmaps are *extremely* low-resolution. It's not uncommon to pack an entire scene onto a single 1024 lightmap, or small 32x32 or 64x64 textures for individual objects. Shadows are normally a little blurry anyway, so the maps can be pretty tiny and still look great. This keeps this method pretty efficient even though it uses more UV space. AC3D only supports a single set of texture coordinates for a model so if you're building models for a game, you'll want to create two versions of the model file and combine them in your export utility. [Multi-coordinates is definitely on my wish list :-) ] If you're fixed function, keep them as separate models and arrange it as a second pass. e.g. Render the first model as usual, then render the second model with alpha blending and a tiny z-buffer offset to blend the shadows in. |
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26th May 2010, 06:21 PM | #5 | |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
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26th May 2010, 09:27 PM | #6 | |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
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The good news is that sculpties already meet the texturing requirements. Anything that is a sculpty can have a lightmap rendered without needing to change the UV map. Incidentally, if you really need the texture resolution you can fake multipass in SL with two prims as long as your prim does not use alpha mapping. (otherwise you will get z-sort errors.) Create your prim, then create a second ever-so-slightly larger version. I recommend using the displacement mapper to make the slightly bigger one. Place both in the same spot, and put the lightmap on the larger prim. Make sure to convert your lightmap to an alpha map first by creating an all-black texture in your paint program, then importing the lightmap into the alpha channel. Set the repeat on the lightmapped prim to 1, and set the repeat on your "detail" prim to whatever you like. I know it's cheesy, but it works better than you'd think. A lot of the furniture artists do this for ground shadows. If you go to the Avnet museum, there are shadows all over the place in there that are done this way. Otherwise, the simple answer is to use a larger texture. I know, not ideal, but it gets the job done until we get real UV mapping and poly models in SL which will let people build objects a lot more memory efficiently. |
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28th May 2010, 12:07 AM | #7 |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
That is exactly what I'm testing... I'm giving sculpties a complete skip and trying to learn real UV mapping and whatnot.
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30th June 2010, 03:59 PM | #8 |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
This is great! Any possibility to see it ported/compiled for Mac?
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8th August 2010, 09:29 PM | #9 |
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
Thank you for such a great plugin!
However, I am experiencing a few problems... Basically I have a model, it is textured and unwrapped, and I want to bake it with the Ambient Occlusion. My settings are like this: Texture Width: 1024 Texture Height: 1024 Super Sampling: 3 Multiple Textures: Checked Baking: Not Checked Input Normal Maps: Tangent Space Render: Ambient Occlusion (mask) However when I press render, the program stops responding and closes. What could I be doing wrong? P.S. I am rather new to the program, beforehand I had used mainly Blender and Sketchup. |
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