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3 Dimensional Chat / What is texture baking?

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Clbembry
17
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Joined: 10th Dec 2006
Location: Minnesota
Posted: 13th May 2009 05:42
I googled it but it doesn't make any sense to me.

Thanks in advance
greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 13th May 2009 06:40
Basically, you can set up advanced and complex lighting/materials in the 3D Program of your choice, and then "bake" those rendered images onto a single texture, which you can then apply to your object. It allows for you to make objects that don't need dynamic lighting, look very nice.

Essentially, it is allowing things to look like they have complex lighting or materials without having to render the lighting real-time in the engine.

Hope that helps.

Greenlig

Blender3D - CS3 - VISTA - DBPro
Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 13th May 2009 18:20
It's where you put a texture into a toaster...
Okay no really, its where you render all images onto a texture, this means AO, Normal, Specular, etc, all compiled onto a Diffuse.

I only bake a AO map to help guide me;

1. Do textured lighting,
2. Make smexeh stuff,
3. Learn more about rendering... >.>,

Anyways, it helps in many ways belive it or not.


"Your greatest teacher is your harshest critic"-'Butterfingers'
Clbembry
17
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Joined: 10th Dec 2006
Location: Minnesota
Posted: 13th May 2009 23:32
Ok thankyou very much!
Sid Sinister
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Joined: 10th Jul 2005
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Posted: 14th May 2009 00:04
Never heard of baking a specular before. Is that even possible?

Specular is a map that defines how light is reflected off a surface. A thumb print on a table will have less specularity than the areas surrounding it. It defines highlights.

Ambient Occlusion maps are NOT just used when dynamic lights aren't needed. That is a common misconception. Ambient Occlusion maps are almost always used, and in the case where their is in fact a dynamic light, they are used to bring out shadow details even further. Dynamic lights are not perfect, and it is sometimes hard to get the sharpness and realism that real life lights exhibit.

Bump maps change the surface normals across the object and change the brightness of the pixels based on the heightmap it's using. The surface normal then calculates how strongly the object interacts with light coming from any given direction. Bump maps lose their realism when you look at it from the side. Normal maps are the same as bump maps, but instead of using grayscale they use RGB to represent bumps giving it a wider range of data to use.

Parrallax mapping picks up where bump and normal maps fail and is an enhancement of the two. If you look at a bump or normal from the side, it losses it's depth. Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon. Thus, when viewed, has a more apparent depth.

A displacement map is a map that actually moves the geometric position of points, most often along the local surface normal, according the value on the texture map. It's more costly than the other types of maps though

And, if you wondering what the heck surface nromals are: http://en.wikipedia.org/wiki/Surface_normal

I hope that clears things up

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 14th May 2009 15:03
Quote: "Never heard of baking a specular before. Is that even possible? "

yeah, I baked some specular muffins last week. They weren't as good as the normal and diffuse brownies, but you can bake them.

I want robotic legs.
Toasty Fresh
17
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 16th May 2009 11:13
Pah. Chocolate pudding baked with reflective maps are good as.

"You are not smart! You are very un-smart!"

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