blender's maybe having multiuv soon...

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vermeer
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blender's maybe having multiuv soon...

Post by vermeer »

yup.

I've read it.

It's gonna have them surely really soon.
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afecelis
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Post by afecelis »

hehehe, I bet I know who's happy :wink:

linkie?
vermeer
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Post by vermeer »

Ay, Santo Tomás.... ;)


http://blender.org/forum/viewtopic.php?t=10105

Dunno you, but this makes me also think on the incoming of lightmaps in...perhaps next release...
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Post by afecelis »

jejejjej, hasta no ver no creer, tio! :wink:

kidding. I know you're very well informed about blender's direction :wink: It's the son you'll always love in secret. :D
Saturn
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Post by Saturn »

Lightmapping is already done in CVS. But it requires UVs to be already present.
http://www.blender.org/cms/Render_Baking.827.0.html
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Post by vermeer »

...yehaw.

see, afe, there's some thousand ppl better informed than me...

THX a lot for the news, Saturn.

I've read that carefully...Looks like it's really doing lightmaps , tho is headed for a more vast feature, baking everything...Which rocks even more...I have that in XSI, hehe. I use it, but Blender has some sort of magnetic power. Not being a crazy fan, must admit that.

Then...the other news of the multiuv...I can only see full incoming throttle power in game levels...Terrains multitextured, normal maps, displacement, maps...Actually, with "baking", you can bake loads of blender sweet stuff.

I am not very goo at [elegante way to say I have not a single clue] compiling something from CVS (any cvs of any project) , being a brainless artist.

So I'll wait till some generous soul makes a test build for windows or something ;)

Time to ping Luke about his b3d blender exporter(well, not yet...better that waters stablishes, and a solid new blender version appears... )...To me that having already support in the format for lightmaps, and working quite well with char animation, b3d could a fantastic format for blender users...

I'm really wondering if we'll also have the magic touch of being able to combine multiple UVs with lightbaking (lightmaps), as if so, to me that blender would rock for levels...

heck, even "only" withbaking to channel1...
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vermeer
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Post by vermeer »

btw...saturn:

non of the issues mentioned are uncommon to every lightmapper out there; even more, lightmappers are rarely confortable to use...

-Need of UVs premade. Heh, at companies, I needed to do those by hand...lightmapping small detailed meshes required me very careful uving also for the lightmaps channel 3 (usual in max, tho later one learns to use which ever of the 99, to copy from one channel to another, to handle cleverly the stack... ) , those freaking windows mesh frames having their edtail, allways a pain if not...
So, no issues, imho. Yep, FSRAD does an outstanding work on that, but cambo had a great automatic UV tool for that, I think is now included in releases....That'd be good to go...To date, havent seen better partitioning than FSRA, but archidunnowhat to me is better than many comercial softwares solutions for that....

-Need of having tetxures asigned. Idem, most softwares require you even loose sometime to prepare very well your materials, to not have probs.

-no specular. yep, ok, no issue :D

-expanding one pixel the areas to avoid uv border seams...Cool thing, I usually do that manually in other softwares...lol.

-"Used texture Images get cleared to black before baking". If it refers to it deletes the actual difuse texture, ok, can asign later, no probs.If it refers it clear the lightmap bitmap before applying, well, is how usual ligfhtmappers work. No issues to me here either.

-"Normals all have to point to the correct directions."
usual thing. Blender is one of the tools that really can let you work with inverted normals with you not noticing...you can do allways a ctrl n, or have display nromals,but in the end nobody does.. ;) Neither an issue here. Mesh must be good , clean for games, there's no way around.

-"You can press ESC any time to stop baking." really good feature :)

-"After baking, textured display in the UI is updated. Note that Images then still have to saved manually." Usual and zero probs.

[I cant wait to test it!]
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vermeer
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Post by vermeer »

:shock:

[lightmaps(ao ~GI if well done..finally can do those Brazil like lightmaps in hier... :D )]
Bake Ambient Occlusion, skips any lighting apart from the AO setup

[all and efrything.That's it. All. :) ]
Bake Full Render, uses all material and render options as available in Blender.

[normal maps]
Bake Normals this is the normal in camera space. Tangent space normals will be added...

8)
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...

Post by xhrit »

-drool-

I've been bitching up a storm about this in #blender.

this is my #1 most wanted feature.
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noreg
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Post by noreg »

Looks like some people can´t wait anymore. Get a precompiled CVS version here:
http://www.zoo-logique.org/3D.Blender/i ... p3?zoo=com

Installs over a full Blender installation!
You also want to download the ffmpeg package.

Linux users go here:
http://templar.zapto.org/blender-nightly/
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Post by vermeer »

thanks!
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noreg
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Post by noreg »

You're welcome. Hope you are not disappointed, cause i tried it in the meantime and coud not get the monkeybake tutorial working. I also could not see any trace of 2nd uv-set support. Maybe the Linux version is good, the french version might be a special edition. Well, or i missed something essential. Could anybody get that to work?

Maybe some more builds to try:
http://graphicall.org/builds/index.php
Last edited by noreg on Sun Nov 26, 2006 8:48 pm, edited 1 time in total.
vermeer
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Post by vermeer »

yay, looks like it works...
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Post by vermeer »

sorry, didnt see your post..

its a build, and that I expected...

ambient occlussion seem to hang it or something...

but full render is working here...with some touches
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noreg
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Post by noreg »

I load the monkey example press ctrl-alt b and... nothing happens. How is this supposed to work?
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