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3 Dimensional Chat / Radiosity texture creator?

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Mr Tank
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Posted: 3rd May 2007 02:35 Edited at: 3rd May 2007 02:39
What i want is a simple program where i can give it a uv mapped model and texture, and it does the radiosity calculation ( for an "ambient "light- or better still different brightness and colour sky and ground hemispheres.. ) and spits out a new texture that looks like the old one, only with darkened bits in all the nooks and crannies.
I tried the trial version of Giles, but am getting some odd results, and also i hear that the output is with a different uv map than the ordinary texture, and you need to use multitexturing. I would rather keep things simple with a single texture though. This is for things like spaceships and other small units without need for repeated use of the same part of the texture.
I have tried searching on the web and hear about plugins for special 3d modelling things that i don't have, but what i really want is a standalone thing i can just import the model and texture and export the resulting texture.

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Seppuku Arts
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Posted: 3rd May 2007 19:07
You could try a technique called 'baking', Blender can do it for free, that may be useful. If not, then there's a program called 'Light Map Maker' (It does radiosity), its no longer supported, took me ages to google, but I found it on a Chinese website for download, fairly useful.

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Blobby 101
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Posted: 3rd May 2007 23:52
here you go, i found it on t'internet!
light map maker 0.31 @ tucows


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Mr Tank
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Posted: 4th May 2007 02:47
Thanks very much guys.
I just had a go with the light map maker program. Managed to get it to have a kind of inverse lightmap somehow! Seems it again has a lightmap separate from the original texture, which isn't ideal for me. I'll look for some tutorials on this though.
I'll download blender too and see if i can figure out this "baking" thing.

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BiggAdd
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Posted: 6th May 2007 21:32
Your talking about an ambient occlusion bake

The affects can be achieved if you place your model into a sky sphere which has luminosity at 100%. Then bake the radiosity map to the object. You can probably do this using blender.

Image All
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Posted: 7th May 2007 04:27 Edited at: 7th May 2007 04:28
If you want to get the lightmap to work, you can do one of two things:

You could apply the highlights and shadows to the diffuse map. Open up both the texture and ambient occlusion map in an image editing program; I use GIMP. Copy the ambient occlusion map into a separate layer on the diffuse map image, and set the layer mode to "Overlay" or whatever looks nice. The modes that will probably yield the best results are dodge/burn/hard light/soft light.

Or you could use DBP's blend mapping with separate images to get the results that way.

Mr Tank
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Posted: 7th May 2007 13:25
I don't just want ambient occlusion: i want radiosity. I gather ambient occlusion is like the first iteration in a radiosity calculation. Would probably do for my purposes though.
This lightmapping program uses different uv coords than those which exist for the model already, so i can't easily combine the textures in PSP or whatever.
I downloaded Blender the other day. Haven't really had time to play with it yet.
Anyway cheers guys.

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BiggAdd
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Posted: 8th May 2007 01:21
From what you've described it sounds a lot like an ambient occlusion bake to me.


Mr Tank
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Posted: 8th May 2007 03:44 Edited at: 8th May 2007 03:45
Most important thing first- what program did you do that in?

Yeah that will probably do.
I'd prefer radiosity though, just because i'm anal i suppose.
Ambient occlusion is basically to do with how much of the light coming _directly_ from the "sky" the surface of the object "sees"- occlusion is how much is blocked. Radiosity is to do with how much light actually gets to a part of an object, whether it comes directly from the sky, or scatters off another part on the object an number of times etc.
If you want to calculate radiosity, you can have the first iteration be the effect of the sky directly lighting the object (like with the ambient occlusion), then, given how much light must be then scattering off the object, work out the total light incident on the surface and so on. It's quite simple really but i'm doing a rubbish job of explaining it.
If my definition of ambient occlusion is different to yours i apologise. I'm not too hot on the jargon. I just used common sense physics and read a little bit about it on the wikipedia. If i've got the wrong end of the stick do tell me.

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BiggAdd
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Posted: 8th May 2007 17:26
Ambient Occlusion puts "Dirt" In the nooks and crannies of objects. Which is what you asked.

I did that in Cinema 4D.

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