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Manveer Dhillon
10-14-2016, 05:09 PM
Hi guys, I'm pretty good with the "Modeler" side of Lightwave but am very new to the "Layout" part. I've created the models and setup a basic camera with multiple lights in Layout. I'd now like to "Bake" the lights from this scene and export it specifically as a .obj if it's possible (I really hope it is, I love this program...I'll still love it if it's not possible :D ). I don't see an option to export as .obj in Layout but I do in Modeler, do I bake the lights in Layout and then export in Modeler? Any help would really be appreciated, thank you.

lertola2
10-14-2016, 08:18 PM
Obj files don't support lights. What are you trying to do?

prometheus
10-15-2016, 02:33 AM
check 1978-1979 of the 2015.3 m lw manual...I think there are some tutes on the tube as well.

You do bake in layout..save to lwo, in modeler itīs just about exporting out then to obj.

Sensei
10-15-2016, 07:30 AM
For baking textures there is Surface Baking Camera,
or mine Batch Baking Camera http://batchbakingcamera.trueart.eu
(check tutorial in above link, I am showing there the whole process of baking).
After using it, you should have image map with lights baked.
It could be useful for static games.

prometheus
10-15-2016, 10:17 AM
For baking textures there is Surface Baking Camera,
or mine Batch Baking Camera http://batchbakingcamera.trueart.eu
(check tutorial in above link, I am showing there the whole process of baking).
After using it, you should have image map with lights baked.
It could be useful for static games.

or even archviz and facility showcases.
The surface baking camera is found under camera type.

erikals
10-15-2016, 11:26 AM
no, i don't think that is possible

you can do it the other way around though, using Luxigons in Modeler

prometheus
10-15-2016, 01:18 PM
no, i don't think that is possible

you can do it the other way around though, using Luxigons in Modeler

do you mean itīs not possible to bake lights with color information? to me it is, you could just use the shaders tab and ad surface baker, use standard perspective cam and hit render..but you need a uv map for the object, and also select that in the surface baking tab.
after hitting f9 to render out the image, you can reload in color and luminosity channel, invert the luminosity channel map.

colored lights will get the color baked in to the texture, when loading the map back to the scene and to the model, turn of all active lights to see the correct result.


134804

erikals
10-15-2016, 01:43 PM
oh, yes, well, there are ways of working around it manually, like you show.

i was thinking maybe he wanted to bake 100+ individual lights as polygons.

in other words, > 'converting' the lights to individual luminous polys.

prometheus
10-15-2016, 01:52 PM
oh, yes, well, there are ways of working around it manually, like you show.

i was thinking maybe he wanted to bake 100+ individual lights as polygons.

in other words, > 'converting' the lights to individual luminous polys.

well yeah, that may be confusing, but I think when you generally speak of bake lights, you do not ..(at least not I) think of exporting the whole shabang as lights themself in some sort of rig, baking for me is..baking in to a map.

for camera surface baking if you choose camera type of that sort, you need to render out for each object, or if you use the shader tabs surfac baking shader, it is dependent on the surface of the object you wish to bake, so you would have to add one for each surface of each object...more than that I do not know about these things, not sure if senseis tools or others are more effective.

Once baked, you can at least load in to modeler and save out as obj, and for instance use it in blender..hereīs one with two simple colored pointlights, the same as above, but imported as obj to blender, so the lighting is baked and the color as well.

here I just used the shader tabs surface baker shader, the object was made as one mesh, and one surface for all the items, an atlas uv map was made initially.

Once the baking is done..you can not change the looks of the lighting within the other software, rotating the object itself will make the lighting rotate with it, so that is not something you wanīt to do in some animation showcase..just use the camera and pan around.

134805

erikals
10-15-2016, 02:56 PM
yep that is the usual way. not sure if that's what the OP wanted   http://erikalstad.com/backup/misc.php_files/smile.gif


I'd now like to "Bake" the lights from this scene and export it specifically as a .obj if it's possible
think we need a reply from OP   http://erikalstad.com/backup/misc.php_files/smile.gif

prometheus
10-15-2016, 03:03 PM
yep that is the usual way. not sure if that's what the OP wanted   http://erikalstad.com/backup/misc.php_files/smile.gif


think we need a reply from OP   http://erikalstad.com/backup/misc.php_files/smile.gif
Ah..we can bet, I can have all your hair if I win and you can have mine if you win, itīs a loose loose situation :) and I am not talking about great fiberfx hair scenes here.

erikals
10-15-2016, 03:30 PM
scientists just need to speed up to make us happy. agh! what are they waiting for... :l

http://i.imgur.com/1cv9W.jpg

Prince Charming
10-15-2016, 03:41 PM
no, i don't think that is possible

you can do it the other way around though, using Luxigons in Modeler

Its possible... you can clone to items in the scene list without issue using point info or the clone index, in combination with dps item info item input. Its actually a very powerful feature.

erikals
10-15-2016, 03:57 PM
read, not possible for the average user who's not particularly into nodes   http://erikalstad.com/backup/misc.php_files/smile.gif

... interesting though. i guess one could then save it as a fbx, and import in modeler.

Prince Charming
10-15-2016, 04:14 PM
read, not possible for the average user who's not particularly into nodes   http://erikalstad.com/backup/misc.php_files/smile.gif

... interesting though. i guess one could then save it as a fbx, and import in modeler.

If you did parts to lights you could just save transformed. One of lightwaves biggest strengths that goes unused by most users is its ability to link one type of item to another... and do it in mass.

That being said, I think the original poster is simply trying to bake the lighting to a UV map.

VonBon
10-16-2016, 12:44 AM
scientists just need to speed up to make us happy. agh! what are they waiting for... :l

http://i.imgur.com/1cv9W.jpg

:eek: That's Chewbacca as a baby

prometheus
10-16-2016, 07:43 AM
I thought it was george lucas as a baby, he is similar looking to the ewoks anyway, must have been a role model..

http://www.gatefans.net/gforums/data/attachments/26/26768-2c74ce4471b2161921e420651d893d8b.jpg


for light cloning, using nodes is quite simple if you just know what nodes to put in there, otherwise not so complex I think, you could also go with the old fx particle linking, wich means you need to know though exactly the mesh segment and how many points you want, so itīs just about to add particlefx to your mesh, set it to vertices, and the same amount of particles and same amount of particle limit, and set it to frame birth rate and nozzle object vertices.
Then go to add particlefx linker and replace with lights, so there you got your rig without luxigons and with the help of old school particle fx, though it is more powerful with nodes I would say.

Prince Charming
10-16-2016, 08:58 AM
I thought it was george lucas as a baby, he is similar looking to the ewoks anyway, must have been a role model..

http://www.gatefans.net/gforums/data/attachments/26/26768-2c74ce4471b2161921e420651d893d8b.jpg




for light cloning, using nodes is quite simple if you just know what nodes to put in there, otherwise not so complex I think, you could also go with the old fx particle linking, wich means you need to know though exactly the mesh segment and how many points you want, so itīs just about to add particlefx to your mesh, set it to vertices, and the same amount of particles and same amount of particle limit, and set it to frame birth rate and nozzle object vertices.
Then go to add particlefx linker and replace with lights, so there you got your rig without luxigons and with the help of old school particle fx, though it is more powerful with nodes I would say.

I don't think fx linker will help with what me and erik are talking about... Say you alreay have a bunch of lights placed in layout, and you want to clone geometry to them. I don't think fx linker can do that... will it?

erikals
10-16-2016, 09:11 AM
no, it'll only link to particles, unfortunately.

prometheus
10-16-2016, 09:22 AM
I don't think fx linker will help with what me and erik are talking about... Say you alreay have a bunch of lights placed in layout, and you want to clone geometry to them. I don't think fx linker can do that... will it?

correct, that isnīt possible with fx linker, I just offered a way to old school apply lightīs on vertices in layout without luxigons, it may have been of the chartīs for what you guys talked about.

prometheus
10-16-2016, 09:24 AM
perhaps this one? I knew I saw that before..havenīt tried though..
https://www.lightwave3d.com/assets/plugins/entry/lights-2-polys/

Edit..bummer, the link is not valid.

erikals
10-16-2016, 09:43 AM
good find, agh, yeah, link is down, down at web.archive.org too...

---------

@OP, you might get a hold of the plugin if you contact him via Google+ or Youtube
https://www.google.no/#q=Sven+Daennart+LightWave+

stiff paper
10-16-2016, 01:07 PM
good find, agh, yeah, link is down,

If you really wanted those Svenart.de plugins then I'm sure all you'd have to do is ask here on the forum, and there'd probably be a user who has them safely archived and could let you have a copy.

erikals
10-16-2016, 02:07 PM
yes, was thinking about finding a server where lost plugins could be stored.

i have some on my webpage, but thinking about shutting it down in not too long. ($)

Manveer Dhillon
10-25-2016, 06:15 PM
Thanks for the replies guys! I finally got some time to get back on this project. I basically want to create a simple room scene with a couple lights in it, but I want the lights to be baked as a texture rather than using real-time lighting. I want to create a simple Virtual Reality scene but the fie must be imported in as a .obj/.mtl (Not using Unity). I found this video on YouTube (https://www.youtube.com/watch?v=2b5KrMxZFuc) which kinda shows how it's done. I'll read through your recommendations to see if I can generate the effect I'm looking for.

prometheus
10-26-2016, 06:27 AM
Thanks for the replies guys! I finally got some time to get back on this project. I basically want to create a simple room scene with a couple lights in it, but I want the lights to be baked as a texture rather than using real-time lighting. I want to create a simple Virtual Reality scene but the fie must be imported in as a .obj/.mtl (Not using Unity). I found this video on YouTube (https://www.youtube.com/watch?v=2b5KrMxZFuc) which kinda shows how it's done. I'll read through your recommendations to see if I can generate the effect I'm looking for.

Thatīs what I thought, so baking you can do with the surface baking camera if you change camera type to that in the drop down menu, itīs the last one, or go by adding surface shader in the surface shading tab, you have to bake out meshes individuall though, so either that or make your scene objects one mesh.

Check your manual about surface baking.

Michael