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Thread: Baking Camera - Can you bake one objects surface to another?

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    Member sammael's Avatar
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    Baking Camera - Can you bake one objects surface to another?

    Like a high detail models lighting and surface data to lower detail model underneath.
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    Member sammael's Avatar
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    Cool thanks for the links, I realised you could do the norrmals but what I realy wonder is if you can do all the regular surfaces, like colour, spec etc?
    I cant see a clear way to do this.
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  3. #3
    Member sammael's Avatar
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    Ultimately I would like to bake all of the textures on a highpolly model to a lowpolly model including any textures on the accessories and things such as belts & clothes etc. Like the plugin MicroWave would do.
    Its for game models.
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    Have added a win32 Surface Cast node for baking various
    channel with the Surface Baking Camera:
    http://perso.orange.fr/dpont/plugins...urfaceCast.zip

    (this is a beta not fully tested)
    Denis.

  5. #5
    Member sammael's Avatar
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    Quote Originally Posted by dpont
    Have added a win32 Surface Cast node for baking various
    channel with the Surface Baking Camera:
    http://perso.orange.fr/dpont/plugins...urfaceCast.zip

    (this is a beta not fully tested)
    Denis.
    Again, thank you, love your work! Ill be sure to let you know of any issues with the beta.
    Some sort of fancy i7 with other stupendous hardware and copious amounts of ram

  6. #6
    I'm settings the lowpoly object to unseen by rays and camera so it does not affect the render at all. In the Surfacebaker camera I use the lowpoly mesh and it's UV map, an then I have to set the offset high enough so it covers the whole high-poly mesh, not uncommon to set it to 10mm or more.
    And the PSD export idea from chunderburger is also a very good one. I personaly need only the color and occlusion map (2 separate renders).

  7. #7
    Member sammael's Avatar
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    Quote Originally Posted by kruemel_1
    I'm settings the lowpoly object to unseen by rays and camera so it does not affect the render at all. In the Surfacebaker camera I use the lowpoly mesh and it's UV map, an then I have to set the offset high enough so it covers the whole high-poly mesh, not uncommon to set it to 10mm or more.
    And the PSD export idea from chunderburger is also a very good one. I personaly need only the color and occlusion map (2 separate renders).
    Cheers yeah I got it working. Thanks all for the help.
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    Have updated Surface Cast node, this one is faster for multi-channel
    baking, added also a material output (may be useless)
    http://perso.orange.fr/dpont/plugins...ml#SurfaceCast

    Denis.

  9. #9
    Super Member JohnMarchant's Avatar
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    Sorry Denis getting an error when trying to download this.

    Thanks Mate
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  10. #10
    Member sammael's Avatar
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    Quote Originally Posted by dpont
    Have updated Surface Cast node, this one is faster for multi-channel
    baking, added also a material output (may be useless)
    http://perso.orange.fr/dpont/plugins...ml#SurfaceCast

    Denis.
    What does this node do diferently that LW cant do natively? I did not end up testing it out in the end because I got it to work without it. Using the node would have meant an install of 32bit LW on my 64bit setup.
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    Quote Originally Posted by JohnMarchant
    Sorry Denis getting an error when trying to download this.
    Thanks for report, I have fixed the link.


    Quote Originally Posted by Sammael
    What does this node do diferently that LW cant do natively? ...
    Normal & Surface Cast get texture from one geometry,
    even if it has different UVmap, this two nodes do a ray-intersection
    of the surface of the hi-res or model to catch,
    along the smoothed normal of the low-res object, which
    can get its value(s) for baking into its own UVmap.
    Normal Cast can work in "Tangent Space" which is better
    for mapping the normal of animated objects.

    Denis.

  12. #12
    Worms no more! Free fun! Dodgy's Avatar
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    Quote Originally Posted by dpont
    Thanks for report, I have fixed the link.



    Normal & Surface Cast get texture from one geometry,
    even if it has different UVmap, this two nodes do a ray-intersection
    of the surface of the hi-res or model to catch,
    along the smoothed normal of the low-res object, which
    can get its value(s) for baking into its own UVmap.
    Normal Cast can work in "Tangent Space" which is better
    for mapping the normal of animated objects.

    Denis.
    Um, I've been doing this just using the surface baking camera using the low poly UV and having the low poly object unseen by camera. Then set up the distance from the lo poly surface you want the ray to be shot from in the camera. I'm not quite getting why your plugin would be different :P
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    Sure if it is redundant I will remove it.

    Denis.

  14. #14
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    Yes I have remove it, as said Dodgy here and Duke in another thread,
    you can do this directly and faster in Surface Baking Camera
    and export Photoshop_PSD plugin,
    except for tangent normal map which needs a transformation.
    Normal Cast Node does it in the color channel, because there is
    not specific buffer for normal map, so it should be baked separetly.

    If you want a whole baking system, as said before, there's still the
    expensive Microwave plugin, a pixel filter plugin.


    Denis.

  15. #15
    Quote Originally Posted by chunderburger
    try..

    set your low res object to unseen by camera.

    set your hi res object to unseen by rays.

    add PSD export to image filters & choose diff, spec etc

    bake\render

    Just to take this sideways a a little bit, I have a question. Is PSD export any better than Render Buffer View ? As far as I am aware, RBV can't 'see' certain buffers if they are driven by nodes. I.e it can't 'see' raw specular values even though the renderer can render them. In fact I'm not sure it can see anything other than diffuse shading, or 'shaded diffuse' I can't remember which off hand. That's been my experience anyway, that values/channels driven by nodes are not available to RBV as 'raw data' in the way they would be if driven by old-style layers.

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