Author Topic: Texture baking prototype  (Read 14025 times)

2016-02-10, 15:34:16
Reply #15

Ondra

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Bugfixes and improvements
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-02-10, 15:41:50
Reply #16

maru

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Marcin Miodek | chaos-corona.com
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2016-02-10, 15:58:56
Reply #17

pokoy

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Looks great, congrats!

I could imagine that overriding the background for certain types could be useful (for example, the background in the AO map could be white since black means occlusion).

2016-02-10, 16:42:23
Reply #18

romullus

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I don't think that background override matters, unless one use 0 px edge bleeding and saves into jpeg with crappy compression.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-02-10, 16:52:04
Reply #19

pokoy

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I don't think that background override matters, unless one use 0 px edge bleeding and saves into jpeg with crappy compression.
Not that it's super important but it could be useful when you need to clone stamp in PS. You know, small details that make life easier in the end.
I think it's generally useful to use the same black/white values that are used within the map/channel type. Same would apply to glossiness where black means 0 glossiness but a user would start with a white color if he'd paint the map.

2016-02-10, 18:13:19
Reply #20

Ludvik Koutny

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Background color is actually very important AFAIK. You often need to set it to some color that matches your average texture color. Many of the game engines use texture filtering that may blur edges of UVs quite far, and create significant outlines on the UV seams. There are professional Photoshop plugins that do advanced color gradient interpolation between individual UV islands, but two elementary things - background color and padding - should definitely work to make life of artists easier.

2016-02-10, 19:25:04
Reply #21

Ondra

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Looks great, congrats!

I could imagine that overriding the background for certain types could be useful (for example, the background in the AO map could be white since black means occlusion).
done
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-02-10, 23:16:32
Reply #22

agentdark45

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YES! This could seriously speed up fly through animations.
Vray who?

2016-02-10, 23:50:01
Reply #23

Ondra

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I made it available in the latest daily build
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-02-11, 09:27:35
Reply #24

pokoy

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I'd like to come back to something I requested: is it possible to bake a material property value to a map? Let's say I'd like to have glossiness amount mapped to a grayscale map (for example by using mxs properties, reflectGlossiness) or whatever else would be reasonable here.

Why I'm asking for this: I'm currently going through a lot of high res model and creating mid and low poly versions. I would like to have one material (or as few as possible) with every material property mapped and this feature could help to bake everything into a single map while making sure I preserve the original look of th highres models. I think that this could be useful for game artists, too.

2016-02-11, 10:12:54
Reply #25

Ondra

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that is possible to add, but baking high-res geometry onto low-res one is currently not supported
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2016-02-11, 11:17:03
Reply #26

romullus

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My very first observations on Corona RTT. Those are probably very well known, but nevertheless...

  • Output doesn't saves by specified path. User should save manually.
  • AO element lacks any controls, except radius.
  • Normal map is doesn't take shaded normals into account.

Overall i'm very exited about Corona's texture baking, can't wait for finished version!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-02-11, 13:37:12
Reply #27

arqrenderz

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that is possible to add, but baking high-res geometry onto low-res one is currently not supported

http://www.handplane3d.com/ freeware

2016-02-11, 14:13:24
Reply #28

romullus

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Handplane is not a texture baker, and even if it would be, ith has nothing to do with Corona RTT.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-02-11, 16:14:37
Reply #29

maru

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I checked texture baking. I am not really familiar with the option - I've never used it in practice, but here are my notes:
-render stamp - it is usually unwanted - maybe it could be disabled by default when baking, or there should be a message about it like with DR
-color mapping - it affects the beauty pass, which is kind of obvious, but I am not sure if wanted - maybe also a message would help?
-gamma of the baked bitmaps - I had to override gamma to 1.0 when loading - maybe there is a clever way to save+load them with one click without the need to override?
-other material parameters such as reflection glossiness/ior etc - could it be saved as the maps used, or solid color? (I think this was already requested)
Marcin Miodek | chaos-corona.com
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