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Baking #276408
07/04/09 22:43
07/04/09 22:43
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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Joined: Oct 2006
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Hello

I read the term baking quite often
What does it mean exactly ?

Thanks

Re: Baking [Re: AlbertoT] #276409
07/04/09 22:47
07/04/09 22:47
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline
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the_mehmaster  Offline
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Wagga, Australia
as in baking shadowmaps?

It means the shadowmap is stored in the texture.

Last edited by the_mehmaster; 07/04/09 22:48.
Re: Baking [Re: AlbertoT] #276412
07/04/09 22:49
07/04/09 22:49
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Baking means saving the shadowing in a level in a skin of the related model.

Look at this video from Nowherebrain:

[video:youtube]http://www.youtube.com/watch?v=ts7sXIzw1X0[/video]

Or at this explainations:

http://www.blender.org/development/release-logs/blender-243/render-baking/

Re: Baking [Re: Pappenheimer] #276414
07/04/09 22:55
07/04/09 22:55
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Baking can mean a lot.

You can bake shadows directly into a texture (given you have no tiling uv-map).
You can bake shadows into a lightmap and apply it via second uv-map to have both, tiling UVs and shadows.
You can bake ambient occlusion into textures.
You can bake textures from a high poly model with procedural textures.
You can bake normal maps into a lowpoly model texture from a high poly mesh.

So actually it means that you bake, carve or store informations from something complex into something less complex.


Models, Textures and Games from Dexsoft
Re: Baking [Re: Machinery_Frank] #276415
07/04/09 23:16
07/04/09 23:16
Joined: Oct 2006
Posts: 1,245
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AlbertoT Offline OP
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AlbertoT  Offline OP
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Thanks all

Actually I tead it in a context which was " animation " related

Re: Baking [Re: AlbertoT] #276431
07/05/09 00:40
07/05/09 00:40
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
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Posts: 11,321
Virginia, USA
Think of "baking" as you would in real life ... when you "bake" a cake (for example). When baking a cake you first get all the ingredients you need, mix them all together and then for the final step (before it becomes an actual cake) you bake it. Baking it takes all the ingredients and gives you the final product: the cake.

In the gaming world, as Frank pointed out, you can "bake" a lot of things (just like you can bake more than just cakes wink ). But you first have to put together all of your ingredients. If you want to bake a shadow into a texture (Frank's first explanation) then you will need your texture and your shadow (or a light to cast the shadow). Once you have your "ingredients" you can then bake to get the final results (a single texture that includes light and shadow information).

You mentioned animation. The same would apply. Someone would gather all the ingredients (model, bones, etc) and bake the animation so that you get a final result: a model that is now animated.

Often, for a game model, someone will create a high polygonal model and a low polygonal version as well. The high polygonal model will be used to "bake" a normal map for the low poly model to make it look like it has more detail. The modeler may also bake other maps such as ambient occlusion, bump maps, etc. Depending on the application used, this baking process can be done in one step (provided all the ingredients are there and ready to be used).

So, again, baking, as in the real world of cooking, is putting the ingredients together properly and, as a final step toward the final result, baking those ingredients together to form a single entity (a cake for cooking, a model for a game, etc).


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HyperGraph Studios
Re: Baking [Re: Dan Silverman] #276478
07/05/09 10:18
07/05/09 10:18
Joined: Oct 2006
Posts: 1,245
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AlbertoT Offline OP
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AlbertoT  Offline OP
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Joined: Oct 2006
Posts: 1,245
thanks very good explanation

Re: Baking [Re: AlbertoT] #276480
07/05/09 10:44
07/05/09 10:44
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
I'm curious about the baking in context of animation:
Was it about baking physical movement into an animation?

Re: Baking [Re: Pappenheimer] #276484
07/05/09 11:11
07/05/09 11:11
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline
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the_mehmaster  Offline
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Posts: 528
Wagga, Australia
One method of baking animation is used in facial expressions, where animation is stored in a 'morph' texture. I have seen this done before (in the directx SDK) but not in A7..

Re: Baking [Re: the_mehmaster] #276510
07/05/09 12:58
07/05/09 12:58
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
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Joined: Jul 2000
Posts: 11,321
Virginia, USA
Quote:
I'm curious about the baking in context of animation:
Was it about baking physical movement into an animation?


I once saw a Softimage video where they took a fully animated human model and placed it overlapping a completely different model that was not animated at all. Then, using some special tools within the app, they baked the animations from the fully animated model into the non-animated model. From what I remember, the non-animated model did not have a skeleton set up or any information for which vertices were attached to which bones, etc. So the non-animated model got all of its information from the fully animated model and, despite the differences in the models, it worked out fairly well. This meant that new models could have animations baked into them and then tweaked if needed, thus speeding up the process.

I am not an animator, so I might have described this incorrectly.


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HyperGraph Studios
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