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openGL scene using bake3D

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  • openGL scene using bake3D

    first attempt, here is the link:

    http://www.yamsplayground.com/v2/demo_v2.html

    bake3D rocks =)

  • #2
    any chance you could write a tute showing how you did that?
    5 years and counting.

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    • #3
      I get a black screen saying "chargement en cours...."

      ?

      Grassy noel

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      • #4
        easy but lots of steps

        "chargement en cours" means: "loading..."

        its a 2mb file... (hehe didnt compress the maps)


        psy, i used bake3d lightmaps, then moved each objects's baked maps on a standard material diffuse map, using 100% self illum so that i can use shockwave exporter.
        be sure not to use the alpha channel.

        i had to modify manually the generated uvw's with unwrap modifier after using bake3d uvw's generator, so that all objects faces have enough texture surface/pixels.

        When computing baking, be sure not to close the window...
        Irradiance map is slower to compute because all objects faces are computed. (i discovered that irr map computes only what u see, not the hidden geometry). It could be great to use a "full scene" irradiance map precomputing, so that when baking material, we can do it with a saved irr map file. Currently u have to compute irr map for each object...

        I hope i'm clear enough... my english is old

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        • #5
          what'd you do in shockwave w/ all the output?

          also, which shockwave3d exporter did you use?
          5 years and counting.

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          • #6
            i used the 3smax shockwave 3D exporter plugin
            file name is: SW3D_Exp.dle
            dunno which it is, but it's the one packaged on the Director MX Original CD.

            I didnt understand ur first question !?

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            • #7
              i'm sorry, perhaps i am asking far too much.

              lemme play around and i'll ask later if i get totally confused.

              btw, your english is just fine.
              5 years and counting.

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              • #8
                Very nice Yadla!

                Your test turned out great. I've been meaning to do tests in Director myself but haven't had the chance yet. There are so many possibilities with this technology don't you think.

                Is this planned for a project? Care to share details of it?

                Thanks for sharing; your workflow description was excellent.

                --Jon

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                • #9
                  dont like the navigation options in Shockwave.
                  i will do a smiliar test with viewpoint... soon to come.

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                  • #10
                    its not me who did the shockwave file,

                    i'm agree with u
                    i wonder why my friend locked the navigation like that...

                    Shockwave has the advantage to be very popular!

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                    • #11
                      it's nice, once the objects get a little more advanced... it'll definatley be useful in some cases - especially with the "hyperlinked" objects.

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                      • #12
                        how do you get the shockwave exporter to export the self illum channel mats? I keep getting an unsupported map type response from the exporter.
                        5 years and counting.

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                        • #13
                          I dont have a map in the self illum channel,
                          i only use a diffuse map with 100% self illum.

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                          • #14
                            i keep getting told "Non-Blinn shader - your model won't be shaded the way it is in MAX"

                            And it doesn't seem to export the texture material. Any hints or tips please?
                            5 years and counting.

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                            • #15
                              Strange u dont have textures...

                              Anyway, i get this "non-blinn" error message too, that doesn't affect my shockwave output.

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