blender's maybe having multiuv soon...
ambient occlussion works, it just gets yet a load of computing, but if I stop to think, an equivalente lightmap (GI, 2 1024 tgas, would have taken a century to calculate in this machine, too... the cursor wasnt updating with numbers, only thing to polish, if was just computing time...)
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I got it to work selecting sphere first, and then the cube floor, am using my own meshes...ensure ctrl n , and it has uvs and the tgas...
I havent even seen the multiuv,surely this is just the baking feature, maybe is not a build containing all comitted.
But freaking cool for now
I havent even seen the multiuv,surely this is just the baking feature, maybe is not a build containing all comitted.
But freaking cool for now
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tip:
looka like it takes the textures from material texture(and check "map input is set to uv") slot, tho I also added in uv image editor...besides doing the uvs.
has its sense, as is a render bake after all..
tip2:
maybe if camera has a big fov itwont work, but unsure on this.
looks like ambient occlussion gets really slow with bake. Got one lowering samples to a point is useless grain![Wink ;)](./images/smilies/icon_wink.gif)
![Image](http://xs109.xs.to/xs109/06470/works2.jpg)
![Image](http://xs109.xs.to/xs109/06470/works.jpg)
looka like it takes the textures from material texture(and check "map input is set to uv") slot, tho I also added in uv image editor...besides doing the uvs.
has its sense, as is a render bake after all..
tip2:
maybe if camera has a big fov itwont work, but unsure on this.
looks like ambient occlussion gets really slow with bake. Got one lowering samples to a point is useless grain
![Wink ;)](./images/smilies/icon_wink.gif)
![Image](http://xs109.xs.to/xs109/06470/works2.jpg)
![Image](http://xs109.xs.to/xs109/06470/works.jpg)
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looking at console seems works..I'll leave it working while I do other things...(AO)
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yeh
ao lightmap works.
just takes a load, usual in gi lightmaps, anyway...
bake render instead is really fast.
coool..
ao lightmap works.
just takes a load, usual in gi lightmaps, anyway...
bake render instead is really fast.
coool..
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wow! Vermeer, as usual, nice tests!!! I just downloaded the monkey scene and tried baking it and works nicely. So now what? A loader should be written for Irrlicht? I mean, in order to load texture-baked blender scenes??
What would be the possible paths to follow?
EDITED: Why after baking a scene, saving it and then re-opening it changes are lost? (baking info gets lost).
What would be the possible paths to follow?
EDITED: Why after baking a scene, saving it and then re-opening it changes are lost? (baking info gets lost).
afecelis wrote:wow! Vermeer, as usual, nice tests!!!
Yuk.
That sphere over a plane was one of my most complex scenes ever. XD
(btw, that above is having an spot and an area light...)
Imo...I just downloaded the monkey scene and tried baking it and works nicely. So now what? A loader should be written for Irrlicht? I mean, in order to load texture-baked blender scenes??
What would be the possible paths to follow?
better...wait like...who knows...days...a pair of weeks? I dunno. But...if what we read is true, the multiuv should be been done already, and somewhere working in that cvs....
Maybe soon will appear an rc or pre release, or whatever the build with both baking and multiuv. Seems actually Ton took care of the baking...Someone else (bretch?) of the multiuv...I doubt this is not gonna be a logically complete solution...
I think...just suppose...they're even heading to multiuv texturing for terrains and stuff...
So: Why not wait those days or weeks, or whatever, once we see a build with bothe features? Since that point...I'd play with it a lot already, but wait till an actual release see the light with those features, so the code gets stable and solid, and then...bug poor luke , as b3d is already supporting multiple Uvs and lightmaps, and his plugin is already supporting bones and weights animation. I'd *rather* prefer every body dealing with one and only format for freaking everything in irrlicht...Dont take me wrong...I strongly believe in multuiple formats...in freedom to choose, I myself know how important is have the possibility to use b3d, x, or obj depending on what i need...But let's be realistic: how many complaints about x format we already have? or for a or b format ? I think they all must keep existing, There are hundreds of tools and 3d modelers, and no matter how universal you think a format is: if you remove one, you'r definitely hurting or even leaving out package A or B artists.... they often used to just one format; they wont do a free project if they besides working fro free need a new headache...i do, but I'm soooo weird....
An example: OBJ. Maya ppl, Lightwave , wings, anim8or, metasequoia, and Blender users (quite more recently! My old times with blender(but then wasnt not liking it), it was all as much wrl 1.0...dxf, or the like... ) may like a lot OBJ ...but...the export of obj of Max has been traditionally worse...dunnot know now... usually those dealed mainly with 3ds...A format that maya ppl werent much fond of...
yep, today, obj is the way to go in universal stuff...
but you know how much stuff you want to dump into an scene...
Reason why b3d , collada and md5 are my favourites...
I know I have been quite a fan of x, still am, but...I recognize more and more tools are supporting the above, and lets face it; are way more modern and featured... B3d exporter for blender...for me there's a before and an after for blender and games...(yep, luke)
There was some problem with dunnowhat matrix stuff or mirroring the weights/bones...i really hope somebody could help luke there...
Long paragraph...That's just my point of view...Nothing to be actually "true" (if a total true, in the human plane could exist...
![Wink ;)](./images/smilies/icon_wink.gif)
[/quote]EDITED: Why after baking a scene, saving it and then re-opening it changes are lost? (baking info gets lost).
...you need to save the image/uv editor baked image...no way around that...and I set in render settings TGA as an image format...otehrwise it'll force to save in jpg, which is nono, no good...
That tga IS a lightmap. It's done. Only thing is...to mount the multiuv thingie
![Smile :)](./images/smilies/icon_smile.gif)
This is only for us to check Ton made the feature, and freaking works!
![Smile :)](./images/smilies/icon_smile.gif)
...but surely next steps, as we want to actually (I'd like to at least) be using Blender as round tool for games (nobody ever will make me stop using Wings3d for modelling stage, sorry
![Very Happy :D](./images/smilies/icon_biggrin.gif)
As is now...well, you still can very well use it. You'll remember how I helped Murphy; that Obj + obj tool, actually did what surely any game programmer can do: grabs an obj with texture, another with lightmap, and by code, or ingame, force it build a multiuv scene with lightmap.
But imho, it'd be muchmuch more functional and clever wait till Bledner comes with the full thing, be it build or release, and hope luke endless generosity pops up again
![Wink ;)](./images/smilies/icon_wink.gif)
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For anyone interested in Blender but not keeping up with the home site, Blender 2.43 is out (http://www.blender.org), and it does support multi-UV.
Checking the release notes, the b3d export alluded to isn't currently available, at least not in the bundled scripts. It still has Collada export, but since it was written before multi-UV I don't know if it will export the second layer.
Whether you want to use it for game content or CG cutscenes, this looks like a mighty fine release.
Checking the release notes, the b3d export alluded to isn't currently available, at least not in the bundled scripts. It still has Collada export, but since it was written before multi-UV I don't know if it will export the second layer.
Whether you want to use it for game content or CG cutscenes, this looks like a mighty fine release.
yeah, I thought it worth it a thread per se, I came here to tell the ppl... hehe.
But yep, actually Ive been seing release candidates, it does the bake and multiuv at last...But there's a ton things more...
the texture painting and zbrush-like sculpting(great for hi res modelling normal maps, actually, I think now supports more than just planar normal maps, but am not well informed yet) etc stuff, is really high end...
What makes me wonder if may I switch already to it from 2.42 stable in my project...probably I'll do so.
But yep, actually Ive been seing release candidates, it does the bake and multiuv at last...But there's a ton things more...
the texture painting and zbrush-like sculpting(great for hi res modelling normal maps, actually, I think now supports more than just planar normal maps, but am not well informed yet) etc stuff, is really high end...
What makes me wonder if may I switch already to it from 2.42 stable in my project...probably I'll do so.
Last edited by vermeer on Mon Feb 19, 2007 4:02 pm, edited 1 time in total.
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btw, no, b3d...well, I guess...you never know. I guess there's a procedure for formats adding to be bundled...surely plugin authors gotta contact blender developers, (probably cambo) , and..I dunno if they may also select only the formats they think are well spread or something...I just dunno.
Also, Luke(user from here) was finishing it. The irrlicht animation revamp he is also making I guess will need touches on animation formats, so , surely also b3d.
Probably is in the irrlicht SVN? I dunno either...
BTW, should have posted this in the other thread , but is extra cool that b3d format is allowing (in the svn) normal maps and stuff... I gotta try the new method for generating normal maps in Blender tho...
Also, Luke(user from here) was finishing it. The irrlicht animation revamp he is also making I guess will need touches on animation formats, so , surely also b3d.
Probably is in the irrlicht SVN? I dunno either...
BTW, should have posted this in the other thread , but is extra cool that b3d format is allowing (in the svn) normal maps and stuff... I gotta try the new method for generating normal maps in Blender tho...
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