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View Full Version : BatchBakingCamera v1.3 has been released!


Sensei
11-26-2010, 07:02 PM
Hello!

I would like to inform that TrueArt's BatchBakingCamera v1.3 has been released.

http://www.trueart.pl/Products/Plug-Ins/BatchBakingCamera/Graphics/BatchBakingCamera_Panel_1.png

TrueArt's Batch Baking Camera is LightWave Layout plugin to automate baking surfaces.

It is tool especially interesting for game makers and artists converting LightWave specific objects (with complex node trees, procedural textures or shaders) to any other 3D package like Autodesk Maya, 3ds Max, Maxon Cinema 4D, Houdini, 3D party renderers, anything which cannot understand directly LightWave shading extensions.

The tool not only allows using whole power of renderfarm in baking surface process, but it's also approximately 400% faster than LightWave v9.6 built-in Surface Baking Camera, making it even more attractive product.

For more info please visit our website http://www.trueart.pl

What's new in v1.3?

- Added Filter Item and Filter UV, case-sensitive strings containing full name or part name, separated by commas if needed multiple entries, restricting working with only items and/or uvs matching filters.

f.e. you have 100 characters loaded in Layout, with suffixes "highpoly" and "lowpoly", many uv maps, one of them named "bake". You want to bake high polygon count to low polygon geometry. You will need to enter "lowpoly" in Filter Item field, and "bake" in Filter UV, to skip any not matching objects. Make "lowpoly" objects not visible to rays (rays will be hitting high polygon geometry, taking shading information from it, but storing in low polygon uv map "bake").

It's free upgrade to older customers.
If you're interested please send me output from ShowSystemInformation registration utility and your old order id using Contact page.

Best Regards!

jdomingo
11-27-2010, 01:32 AM
hi sensei

interesting tool youv'e got there. i have a question and i dont know if its relevant to your tool.
1. i dont use uv texturing, does this matter?
2. i dont have a renderfarm too.
3. is it compatible with kray?
4. i thought of baking texture for my upcoming animation project using kray, since i dont have a renderfarm, i think baking texture is the way to go, and i just want a one clikc button and will bake texture for me without uv assigned to my object, is this what your tool can do?
thanks for your reply.

jdomingo
11-27-2010, 01:38 AM
mmm i forgot to ask you this one also,

it's about your virtual render tool, for a quadcore system, 4gb ram , 64bit winxp, with a 1-2million polys in scene, how fast is the render time is this rendering tool can render? do you have trial version maybe wt watermark on it, i just want to test on my system?

thanks again.

Sensei
11-27-2010, 02:29 AM
1. i dont use uv texturing, does this matter?

Well, you have to make at least one UV map per object. You can use automatic mapping like atlas, to make this process quickly, if you wish.

The whole point of baking, is to project 3 dimensional object to 2 dimensional image. From all directions. Then replace whatever was baked, by image (using T button in regular Surface Editor and pick up image/uv map, or 2D Image node in Node Editor), to reduce time spend on recalculating complex shading trees over and over again. f.e. baking occlusion in completely static scene, with just moving cameras or lights. You can have f.e. 256 or more samples for decent quality in occlusion node and after baking completely not feel it (slowdown) in final animation rendering.


2. i dont have a renderfarm too.

It is not required.


3. is it compatible with kray?

If Kray works with Surface Baking Camera, it should work with Batch Baking Camera too.


4. i thought of baking texture for my upcoming animation project using kray, since i dont have a renderfarm, i think baking texture is the way to go, and i just want a one clikc button and will bake texture for me without uv assigned to my object, is this what your tool can do?
thanks for your reply.

It's impossible by plugin like this to create UV map inside of Layout. So making at least atlas UV map in Modeler is required. That's limitation of LightWave architecture, not mine plugin. Core will surely not need it, because it'll be integrated modeler + animation + rendering system, but regular LW, needs it. Generated automatically some UV map by plugin, but not saved to LWO, would give almost useless baked image - because you wouldn't be able to replace complex shading tree by 2D Image node, without picking up final UV map in drop-down..