Texture Baking

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Texture Baking // New Users

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Post by Steinie // Aug 6, 2006, 4:18am

Steinie
Total Posts: 3667
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I just happened to look in the TS7/ BakedTexture directory and I had 3 baked textures there from a project I had done a month ago. Don't look at me I don't know what I did to get them there.


Now I know all about Baked Potatoes but not Baked Textures.....somebody care to explain all this?

Post by GraySho // Aug 6, 2006, 6:04am

GraySho
Total Posts: 695
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As far as I remember you have to run a radiosity solution first, then click on "compute textures from ilumination" (among the render buttons). It will render the objects from all sides, the renders are safed to that directory. It's a method to include lighting information in a texture for ingame content. Though it's not really useful for something more complicated than a cube. Try it on a mesh with 200 polygons and you'll se what I mean.

Post by TomG // Aug 7, 2006, 4:11am

TomG
Total Posts: 3397
Compute Textures From Illumination is what does it. The feature was created so that your real-time display in tS6.6 and earlier could contain pre-baked lighting information from a radiosity solution.


It was never really intended for export to games, which is why it works the way it does - it creates one texture for every polygon. This is way too complex and information heavy for export to games. Works fine though for displaying radiosity as real-time in tS6.6 and earlier.


Now the real-time display in tS7 makes that pretty redundant - doesn't contain radiosity true, but the real-time lighting and shadows pretty much make it unnecessary.


HTH!

Tom

Post by parva // Aug 7, 2006, 7:11am

parva
Total Posts: 822
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yeah kick this function/button off in tS 7 :D

I deleted it because it can happen that you hit it by mistake, there it's in the same list like render/ render to scene etc..

Post by GraySho // Aug 7, 2006, 11:48am

GraySho
Total Posts: 695
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It was never really intended for export to games, which is why it works the way it does - it creates one texture for every polygon. This is way too complex and information heavy for export to games. Works fine though for displaying radiosity as real-time in tS6.6 and earlier.



My idea for game content purpose came from the brochure which says:


"Baking converts lighting calculations, including full radiosity, into textures. You can bake individual scene objects or polygons directly in fully editable workspace. This is great for realistic game environments."


It works quite well in the real time display, but still, the polycount is very limited.
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