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

chunderburger

Active member
yeah you can.

use the surface baking camera.

http://www.lightwiki.com/Surface_baking

use this to do normals:

http://perso.orange.fr/dpont/plugins/nodes/NormalCast.html#NormalCast

put it on the low res surface, connect it to diffuse shading.

make sure you have a seperate surface for the low res and hi res objects.
hi res could have multiple surfaces

hi res might have a bump map on it, that would go into the normal map upon baking.

set your hi res object to unseen by camera.

set your low res object to unseen by rays.

bake.

just texture the hi normally and bake for cols\ambocc
 

sammael

Member
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.
 

sammael

Member
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.
 

chunderburger

Active member
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
 

kruemel_1

New member
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).
 

sammael

Member
kruemel_1 said:
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.
 

dpont

Member
JohnMarchant said:
Sorry Denis getting an error when trying to download this.

Thanks for report, I have fixed the link.


Sammael said:
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.
 

Dodgy

Worms no more! Free fun!
dpont said:
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
 

chunderburger

Active member
i dont see the surface cast node in your links

did you remove it?

I would have like to use it. Its easier to chuck a node on your surface.

im wondering, could you hook up one node to bake all your info to a PSD in one go?

tangent normals, cols, spec, diff, occlusion etc

that would be neat.

so you just add the node and check the boxes for what you want and it spits out a file or files.

I guess what you really want is a proper baking pannel where you setup all this stuff.
 

dpont

Member
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.
 
chunderburger said:
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.
 

chunderburger

Active member
dpont said:
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.

ah, i see in another thread that SB camera doesnt respect smoothing.
would your node respect smoothing? if so it is then very useful
 
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