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Texture Baking...

Posted: Wed Jun 15, 2011 12:40 pm
by naxos
Usefull when involved in the amazing world of RealTime virtual stuff...

Re: Texture Baking...

Posted: Wed Jun 15, 2011 9:24 pm
by Rickyx
Maxwell is unbiased and so this is not the target. :|



But if I remove the specular channel...

This year I worked for a "serious game" baking the textures with a terrible workflow.
Having maxwell doing this would be for me the perfect solution.

+1 :D

Re: Texture Baking...

Posted: Wed Jun 15, 2011 9:57 pm
by naxos
Rickyx wrote:Maxwell is unbiased and so this is not the target. :|
Yes, they are quite strait on that point... that is also the main reason they don't offer us a "almost-unbiased-but-still-nice" GPU rendering...

Anyway, virtual visits in a maxwell-rendered place would be a dream ;-)

Re: Texture Baking...

Posted: Thu Jun 16, 2011 2:32 pm
by naxos
Let me add some precisions here : i'm not especting for a full nice rendered texture baked...

I know refraction, reflection and some advanced stuff are view dependant...

But maybe just lightmap, light, shadows... maybe caustics could be rendered this way...

That would be great !

Re: Texture Baking...

Posted: Fri Jun 17, 2011 3:36 am
by Rickyx
naxos wrote: Anyway, virtual visits in a maxwell-rendered place would be a dream ;-)
That is the point ;)

Re: Texture Baking...

Posted: Fri Jun 17, 2011 4:11 am
by Bubbaloo
Quantum computers are on the horizon. :wink:

Re: Texture Baking...

Posted: Fri Jun 17, 2011 5:33 am
by Rickyx
In fact texture baking does not require loss of "unbiasity".
Texture backing is the progress of rendering all faces with a front camera.

We should just render only the diffuse channel from that specific render sequence. Or I'm wrong?

So the maxwell output will be absolutely unbiased. Just partial (as to render just the alpha channel, is the same idea...).

Maybe a script from a program can do it without coding it in maxwell. A creation of a "video", long as the number of the faces, in witch for all frames is created a new ortho camera in front of the current face and the result of those render is composed in the approriate uv.
Yes... for me quite tricky but I think may work.

Re: Texture Baking...

Posted: Thu Jun 23, 2011 11:06 am
by naxos
here is my attempt, using some tricky "uncheck visible to camera" stuff...

It is ok for an empty place...
but in this exemple i had to texturebake the stairs using vray, with a vraysun placed in same direction than maxwell's one...

the quality of lights on the wall are far away better than on stairs, of course, vray is a great soft, but nothing to compare with maxwell...

So yes, render only the diffuse / light channel, but more than that, rendering the UV-unwrapped version of the object with maxwell should be veeeery usefull...

http://chromelight.fr/Unity3d/WebPlayer/WebPlayer.html