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kasigawa
02-24-2009, 09:34 PM
In 3Ds Max I can approach baking a high poly model and turn it into normal maps, occlusion maps, shadow maps, specular maps...ect.
Is there a way I can do the same in Lightwave3D? If possible can anyone direct me to a tutorial on baking using lightwave 3D!


:lwicon:

thekho
02-25-2009, 01:35 PM
You could use surface baking in Lightwave if u want to bake occlusion maps, shadow maps, specular maps etcs! and if u want to create high poly into low poly with normal map plugin- http://amber.rc.arizona.edu/lw/normalmaps.html Also, that's cool plugin is might help u- http://www.newtek.com/forums/showthread.php?t=93145

Ztreem
02-25-2009, 02:17 PM
For normal maps check this plugin http://www.newtek.com/forums/showthread.php?t=62719.
The rest you can make using the baking camera or surface baker.

Revanto
02-25-2009, 03:49 PM
Apart from the normal map plugin, Lightwave has a plugin called Surface Baker.

Go into your surface editor and into the shaders tab. You will find Surface Baker plugin in the list somewhere.

Revanto :p

kasigawa
02-26-2009, 10:06 PM
Is there any video tutorials?

colkai
02-27-2009, 02:09 AM
There is also the surface baker camera too.

bjornkn
02-27-2009, 05:45 AM
Or use the rather high-priced plugin Microwave:
http://www.evasion3d.com/mw_lw_intro.html
Expensive (and old - from 03), but still works fine in LW 9.6

kasigawa
03-01-2009, 09:49 PM
So I guess lightwave dosen't have this feature. That's sad.
I was hoping to find a way to do this so I don't have to use 3Ds Max's baking system. I hate to rely on plug-ins that're going to cost me.

Well there's something I hope Newtek can add to lightwave!

calilifestyle
03-01-2009, 11:12 PM
Dude i swear 3 of these guys gave you links to places where you can do this in lightwave

sammael
03-02-2009, 12:01 AM
calilifestyle is right, you can do everything you asked about with Lightwaves built in tools and the normal map plugin Ztreem linked to. Have a look at the baking cam and the surface baker tool, they are not complicated and with a bit of thought you can easily create the maps you require.
Bake the maps individually using the colour chanel for output it makes the process easier
Dpont's normal cast plugin works extremely well and there are detailed instructions on his site. WIth lightwaves baking camera you can project textures directly from a high-rez to low rez model, I was experimenting with it a while back... pretty awesome.

zapper1998
03-02-2009, 12:23 AM
In 3Ds Max I can approach baking a high poly model and turn it into normal maps, occlusion maps, shadow maps, specular maps...ect.
Is there a way I can do the same in Lightwave3D? If possible can anyone direct me to a tutorial on baking using lightwave 3D! :lwicon:

Yes Lightwave can do this...
"Lightwave has a plugin called Surface Baker."
"Lightwave has a surface baker camera too."

And in the PDF manual there is a good section on Baking..

A good resource:
http://amber.rc.arizona.edu/lw/normalmaps.html

http://www.newtek.com/forums/showthread.php?t=93145

There are some videos that William V. did in the video section..
-Michael

kasigawa
03-09-2009, 07:31 PM
Is there a way I don't have to relay on plugins to perform this task?

IMI
03-09-2009, 09:19 PM
Is there a way I don't have to relay on plugins to perform this task?

The surface baking shader and the surface baking camera are all right there in LightWave. Technically they're plugins, but max's built-in tools are mostly plugins in the same sense too.

The surface baking shader is in all recent versions of LW, but the surface baking camera is only since LW 9.0 or 9.2. The SB camera is faster than the shader, and has more options.

Cohen
03-09-2009, 09:37 PM
To bake maps from hires to lores, as IMI points out, just use lightwave surface baking camera. If you wish to bake out albedo maps, specular surface maps, shaded specular maps (spec shading with lighting), mirror reflection maps, diffuse maps, or anything else for the matter, just add the render buffer viewer in the image filter drop down and select what extra rendering passes you want. Also, for baking out normal maps, I'd suggest using dponts normal cast shader as others have suggested. It does a great job of baking tangent space maps and gives you extra control you may need.

Also, Myagis' Texture baker plugin is almost available, and allows for baking a whole host of passes directly from within modeler. Found here in the game dev forum http://www.newtek.com/forums/showthread.php?t=93145.