getting baked (textures)
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CyborgPrime
- Petty Officer Second Class
- Posts: 21
- Joined: 10 Jun 2009, 21:48
getting baked (textures)
I see on the Truespace web site, they advertised that you could bake textures. Is that true? I don't find any references to texture baking any place other than the old website.
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Benji
- Senior Chief Petty Officer
- Posts: 280
- Joined: 22 May 2009, 01:23
Re: getting baked (textures)
No, you can't, and it's a big problem for me as it means that one of truespace's big strengths (shaders) isn't compatible with it's other big strength (multiple rendering options). There was a radiosity baker, but this was useless imo.
Blender does baking, and so does Carrara with a cheap plug-in, if that's any help.
Blender does baking, and so does Carrara with a cheap plug-in, if that's any help.
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Finis
- Captain
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- Location: America!
Re: getting baked (textures)
On the render options flyout, TS 7.6 model side, there is a option called "compute textures from illumination". I haven't used that. Is it texture baking?
I prefer dangerous freedom over peaceful servitude. -- Thomas Jefferson/Jean Jacques Rousseau
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v3rd3
- Lieutenant Commander
- Posts: 1191
- Joined: 21 May 2009, 20:04
Re: getting baked (textures)
I don't believe so Finis. My understanding of the function is that it calculates the equivalent of a light map and applies it at render time thus eliminating the need to recalculate the lighting.
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clintonman
- Captain
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Re: getting baked (textures)
I think you can bake very simple objects. The compute textures from illumination makes an image file for each face of the selected object. The save as - texture from illumination will make a scn file that uses those textures without the extra lightmaps or whatever it is that truespace adds when baking. You can load that scene file and optionally use luuv obj exporter with save textures enabled. Other texture bakers will use the objects uv map and write to a single texture.