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Re: use a second uv-set on your models [Re: JetpackMonkey] #131514
06/04/07 01:42
06/04/07 01:42
Joined: Nov 2004
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Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Ventilator, I managed to get baking working in blender. I used a directional light for the sun, maybe it's how I uv mapped it but the baking turned out polygon/blockish. Not as nice as giles. Any hints?

Re: use a second uv-set on your models [Re: DavidLancaster] #131515
06/04/07 13:01
06/04/07 13:01
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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what do you mean with polygon/blockish? any screenshots? <edit> maybe you used [lightmap uvpack] for unwrapping (which doesn't seem to keep adjacent faces together where it makes sense)? [smart projections] worked better for me. </edit>



i played around with it too. render baking doesn't seem to support multi sampling yet in blender. other than that it works quite well though. you could bake a bigger image and scale it down or blur it a bit to get rid of the jaggies.

gile[s] also supports global illumination which blender can't bake into a texture yet.

Re: use a second uv-set on your models [Re: ventilator] #131516
06/04/07 14:55
06/04/07 14:55
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DavidLancaster Offline
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DavidLancaster  Offline
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Yeah I was talking about the jaggedness If it's just as easy to blur it I'll do that I didn't know about that smart projections plugin! It works really well thank you

Another question. Is it possible to get surfaces with alpha to work with your second uv set plugin?

Re: use a second uv-set on your models [Re: DavidLancaster] #131517
06/04/07 15:23
06/04/07 15:23
Joined: Oct 2002
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planet.earth
ello Offline
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ello  Offline
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Quote:


So far, from what I understand, this is the only way to get lightmapped meshes into 3DGS (that isn't baked and we all know baking isn't great).




isnt this baking, too? the shadowmap is baked, or what? can anyone explain to me what is better with using this texhnique above using a completely baked texture (including material settings and lighting) ?

i simply dont understand it, sorry

Re: use a second uv-set on your models [Re: ello] #131518
06/04/07 15:53
06/04/07 15:53
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Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Quote:


Pardon me for my newbiness,but why cant we bake the shadows in the skin directly
and thus use a single skin ?
I mean what is the advantage of this plugin ?
Thanks.
zazang






Jetpack Monkeys answer:
Quote:

you can but then you cannot have multiple uv maps (e.g. one huge skin for the shadows while other textures repeat and maintain their resolution)

So you can have a 128x128 pixel grass texture repeating, so it always looks 128x128. but then a single big image on top of that for shadows. This tool is mostly important for putting shadow maps on mdl entities without the huge memory hit that u get from baking your shadows directly onto huge textures




Re: use a second uv-set on your models [Re: Pappenheimer] #131519
06/04/07 16:46
06/04/07 16:46
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ventilator Offline OP
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ventilator  Offline OP
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ello, have a look at the example level. how would you achieve the same texture resolution of the grass for example if you baked everything into one image? you would need a 8192x8192 image or something like that.

baking lighting and shadows requires that the uvs don't overlap. so you can't use tiling textures anymore if you don't have a second uv-set.

@david: how alpha gets handled depends on the material. what would you like to do?

Re: use a second uv-set on your models [Re: ventilator] #131520
06/04/07 23:31
06/04/07 23:31
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Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Australia
My level would be comprised of 2 main models, the mesh (including collision) and the foliage. I want the foliage to be lightmapped but so far I'm not sure how to get the transparency to work (using the default material transparent areas turn out black). How would I go about getting the transparency to work? Thank you

Re: use a second uv-set on your models [Re: DavidLancaster] #131521
06/04/07 23:40
06/04/07 23:40
Joined: May 2002
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ventilator Offline OP
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ventilator  Offline OP
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hm... you could post a simple example of your foliage model and its textures so that i (and others) can experiment with a material for it. i think i know how it would work with a shader but the confusing fixed function pipeline always takes lots of experimentation.

Re: use a second uv-set on your models [Re: ventilator] #131522
06/05/07 00:25
06/05/07 00:25
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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I uploaded it here:

http://www.churness.com/axys/TGADemo.zip

It needs a dll, and I've just used your code base/setup as I haven't had time to strip it down. Let me know if you can help, it seems really abstract to me as I've never looked into shaders heaps Thank you

Re: use a second uv-set on your models [Re: DavidLancaster] #131523
06/05/07 00:51
06/05/07 00:51
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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i can't open that zip.

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