Author Topic: Texture baking prototype  (Read 13253 times)

2016-01-31, 22:15:23

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile


I have no idea what is the ideal workflow and what features are needed, so I need some help:
- is "Element background" color necessary?
- what types of output are required?
- is "projection mapping" necessary? If so, how is it used?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-02-01, 08:22:25
Reply #1

rozpustelnik

  • Active Users
  • **
  • Posts: 149
    • View Profile
For the outputs: normal map and AO, material/color ID is a must for an external texturing app; gloss and bump would be also nice (when baked object is pre-textured).

2016-02-01, 14:21:04
Reply #2

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8779
  • Let's move this topic, shall we?
    • View Profile
    • My Models
- is "projection mapping" necessary? If so, how is it used?

Projection mapping is a must for texture baking. Without it, baking is pretty much useless.

p.s. looks like first quarter of this year can be terrific for Corona!
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2016-02-01, 14:34:31
Reply #3

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 9048
  • Turning coffee to features since 2009
    • View Profile
ok, so... what does it do? Do you have any resources on it for somebody who never used it?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-02-01, 14:59:33
Reply #4

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8779
  • Let's move this topic, shall we?
    • View Profile
    • My Models
Projection mapping allows to bake maps from another model. Usuall scenario is baking from high poly model onto low poly model. Mostly it's used to bake normal maps, AO, displacement and diffuse maps. I'll try to search for some user friendly resources on projection mapping later.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2016-02-01, 16:13:53
Reply #5

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12711
  • Marcin
    • View Profile
I think this is a typical use:
Though I have never used it...
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2016-02-01, 18:24:58
Reply #6

juang3d

  • Active Users
  • **
  • Posts: 636
    • View Profile
It's also used to translate one set of textures baked into one UV set to a second and different UV Set without having to "re-paint" the texture, it's really useful.

Cheers.

2016-02-01, 19:28:24
Reply #7

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8779
  • Let's move this topic, shall we?
    • View Profile
    • My Models
You're talking about projection modifier, but that has little to do with Corona.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2016-02-01, 19:54:22
Reply #8

pokoy

  • Active Users
  • **
  • Posts: 1850
    • View Profile
From back then when I was baking at work I remember that having these channels was very useful for realtime etc:

- complete map
- diffuse
- direct light
- shadow
- AO
- object ID didn't play a role for us but would be important

Now since direct shading and shadows aren't easily separated in Corona this might be impossible.

Another useful idea would be to map any material property (let'say IOR value or glossiness values) to a grayscale value, at least I'd know why it would be useful to me.

We only had limited usage of baking and it's really long ago, so keep in mind my knowledge is basic.

2016-02-02, 00:53:01
Reply #9

juang3d

  • Active Users
  • **
  • Posts: 636
    • View Profile
You're talking about projection modifier, but that has little to do with Corona.

Nope, I'm talking about having a diffuse map with one type of UV in channel 1, and inthe same geometry, in channel 2 having the new UV layout made by the modeler, now think that you have all the character with all the textures ready, but all the UV layout has changed, you have two options, or you work again in the textures to adapt them to the new UV Layout or you project Channel 1 texture in Channel 2 UV Layout, and you have the new texture perfectly baked and ready to be used, and this applies for a variety of things you can do at the same time, like extracting different maps or whatever other thing.

You can do this with scanline (as long as scanline stays alive), but it's sampling technology it's not good at all, and if you have an specific material like the Corona material you won't be able to do it, so you have to convert all the materials, make the texture reprojection from Ch1 to Ch2 and reapply oyour materials again, so having this inside corona is good, you save a lot of time.

Cheers!

2016-02-02, 09:06:52
Reply #10

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8779
  • Let's move this topic, shall we?
    • View Profile
    • My Models
Yeah sorry, i misunderstood you. I thought you're talking about UV coordinates projection.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2016-02-02, 09:41:52
Reply #11

juang3d

  • Active Users
  • **
  • Posts: 636
    • View Profile
No prob :)

2016-02-02, 11:20:17
Reply #12

kahein

  • Active Users
  • **
  • Posts: 181
    • View Profile
HI everyone one
my contribution for the baking comprehension.
I put the  houdini maters class in firt because it much technical
for the rest sorry if it look like too much modo fan but if you go to the foundry vimeo channel, it's an amount of phenomenal videos, tutorial coures etc


Houdini MasterClass (more technical)
Mantra Rendering and Texture Baking ( second part of the video min 50 )


Progressive baking



Texture baking parts



Baking UI kit (interface)


Baking improvment



3Dsmax baking, an very old one but demonstrate the texture baking in max

« Last Edit: 2016-02-02, 11:23:42 by kahein »
Asus Z10PE-D16 WS / Dual Xeon E5-2690 v4 @ 2.60GHz / RAM 64 Go - GTX 970
Win 10 / Max 2017 / Corona 1.4

2016-02-08, 10:54:26
Reply #13

Tanakov

  • Active Users
  • **
  • Posts: 831
  • Corona is faster than diarrhea
    • View Profile
    • https://www.behance.net/Gringott
Findaly! This is an amazing news to me. Im all in to this!
Using Corona since 2014-01-02
https://www.behance.net/Gringott

2016-02-09, 08:55:05
Reply #14

DamianMachnik

  • Active Users
  • **
  • Posts: 14
    • View Profile
    • Monsumm