View Full Version : Surface Baker Question

05-08-2004, 12:54 PM
I've been making a building for a game. I'm wondering if it is possible to use the surface baker for a whole building, inside and out.

05-08-2004, 01:38 PM
Yes of course - LightWave will happily bake your entire object although this is not always advisable 'cause you'll either get very little detail (in the smaller parts of the model) or you'll have to bake at a huge resolution. The best way to use Surface Baker is with a hand-made UV map and multiple bakes 'cause you can then allocate maximum coverage to the areas that need it.

05-08-2004, 02:06 PM
Or bake to vertex points.. Much faster, and quite suitable for games.

05-08-2004, 03:02 PM
Thanks for the replies. Still working out how to attack this.

Tudor: What do you mean by baking to vertex points? I can't see anything about it in the manual.

05-08-2004, 03:31 PM
In surface baker there is the option to set it to bake to either image or object.
If you set it to object, it will create a vertex colour map.
The detail will not be as good as an image map, as it is depending on the density of the mesh, but it is damned fast, and still lots of games rely on vertex shading.

This can also be used to speed up baking when baking to an image. First subdivide your mesh so you get more points to play with. Use surface baker and bake to object. Now, set the vertex map as active (surface panel, advanced, vertex colour map). Set luminosity to 100%. Diffuse to 0%. Turn off all lights and GI.
Bake to image.

It is faster than baking directly to image, but has a worse resolution. It works ok in most cases though.

05-09-2004, 06:42 AM
I'll try that way too, though the other way looks like it will get more beautiful results.

I am going to have to spend a lot of time hand mapping all the resulting textures onto level blocks (for the building at least, the engine uses bsp), so a little extra rendering time is not a concern.

05-26-2004, 09:15 PM
The surface baker is driving me nuts. Why are some polygons baked all messed up? What can I do to prevent it?


The walls are also baking strangely. Any ideas?

05-27-2004, 10:23 AM
Okay, here is another one. This is a simple cylindically uv mapped object. I can find nothing special about the polygon with the surface baking glitch.

There is nothing in the manual about this problem. Can anyone shed some light on on what is going wrong, or is it normal for surface baker to make a mess?


EDIT> Interestingly, after merging the points, the texture gets messed up even worse:


Texture size is at 512*512 in these shots. I just tried at 1024 and the glitch is still there.

In all the tutorials I've looked at I can't see anything about this glitch either, but it happens almost all the time for me.

05-27-2004, 11:44 PM
Baking to tetxure is more complex than it seams.... try to look in the NT Tutorials onthe site and look for Baking illumination...

It is a real pain to prepare all your surfaces UV's ... I it did once wit a half million poly house... never again... it was a hell of work, and this was just for the outside....

anyway good luck ...

05-27-2004, 11:45 PM


Read very carefully..!

05-28-2004, 02:24 AM
It certainly is a pain, but thanks for that link. That tutorial helped a lot. I've got the walls baking properly now.

I still have the same problem with the vase, though. I made two smoothing groups in Modeler, one for the outside and the other the inside of the pot. I turned smoothing on then in Layout tried baking with Continuous on and off. Here are the results:

Continuous on

Continuous off

In the first pictureyoucan see that despite my best efforts the glitch is still there. In the second picture it's kind of hard to see if the problem is there or not because the whole thing looks so bad anyway.

I have seen a tutorial (about baking bumpmaps specifically) that demonstrated baking a sperically mapped object, so a cylindrical object should be possible to bake as well, shouldn't it? Most tutorials demonstrate using atlas mapping, which would not work for the design on my vase.

Any other ideas?

05-28-2004, 03:22 AM
Be careful though Surface baker is sometimes finecky to work with....:rolleyes:

05-28-2004, 06:00 AM
You need to prevent all overlaping UV.

By the way, surface baker have a color bug, it didn't take your shadow color when you bake on vertex color. All shadow colors are black on the vertex color.

05-28-2004, 06:02 AM
so I've noticed :( . I've learned that surface baker doesn't like anything that isn't front on and planar/atlas mapped.

In the meantime I'll just have to touch up the baked round objects in Photoshop. I'd hate to try a half million polygon house ;).