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  • Texture Baking tutorials

    Hi Guys,
    Im after a tutorial for baking textures on an exterior architecural scene.

    Does anyone have one or know of one that is around??

    Thanks in advance!
    Chris Jackson
    Shiftmedia
    www.shiftmedia.sydney

  • #2
    hey jacks,

    know this is an old thread but was wondering if u did find any tuts of texture baking??

    Comment


    • #3
      Yep, this would be good to have. Anyone have any ideas? Always wondered about texture baking.
      rpc212
      - - - - - - - - - - - - - -

      "DR or Die!"

      Comment


      • #4
        One of the chapters on my new DVD is about texture baking... but to be honest, I only see limited reasons why you would want to use it.

        Comment


        • #5
          dansimon- i never did find any tutorials
          Chris Jackson
          Shiftmedia
          www.shiftmedia.sydney

          Comment


          • #6
            booh, yeah. bakeing would be useful for larger scense where u have large surrounding geometry like misc houseing and terrain. guess it would speed up renders a bit.

            Comment


            • #7
              Originally posted by cpnichols
              One of the chapters on my new DVD is about texture baking... but to be honest, I only see limited reasons why you would want to use it.
              for game level design, web3d and for all real time use... is that enough?

              Comment


              • #8
                Hi Guys,

                If you're still interested, here's some useful tips I've found whilst baking
                textures:

                * Only bother baking the largest and most obvious surfaces, such as
                floors, walls, ceilings. Don't bother trying to bake the whole scene. It
                will take a month.

                * It's always good to keep your baked textures sq. ie. 256x256, 512x512,
                1024x1024. I think it's a video card display issue. Someone correct me
                if I'm wrong. So subdivide your mesh into large square surfaces.

                * Using subdivided square meshes also means your maximising the area
                of the baked texture in the saved image. The saved image is always
                square. If you baked a rectangle for example, you'd be wasting half the
                area in the baked texture with black.

                * Definitely use Max's baking engine.

                * If you've baked an object, don't like the result, delete the automatic
                uvw unwrap from the modifier before re-baking. I've noticed it can
                cause baking errors for future calculations.

                Predominantly we use baking for Real Time simulation software, but have
                started using it for very large architecturals. Particularly interior scenes
                where there's a lot of lighting required. Takes time to setup, but saves a
                lot in render times.

                SunnyC
                ivolve studios

                Comment


                • #9
                  * Only bother baking the largest and most obvious surfaces, such as
                  floors, walls, ceilings. Don't bother trying to bake the whole scene. It
                  will take a month.
                  That's sure that backing all scene objects require more work particulary a very precise UVMAP for the backing, but that's the price you have to pay for a very realistic result.


                  * It's always good to keep your baked textures sq. ie. 256x256, 512x512,
                  1024x1024. I think it's a video card display issue. Someone correct me
                  if I'm wrong. So subdivide your mesh into large square surfaces.
                  Yes but today's video card support at least 2048x2048 and a lot of them 4096x4096 and one texture of 2048x2048 is allways a better choice than 16 texture of 512x512.

                  * Using subdivided square meshes also means your maximising the area
                  of the baked texture in the saved image. The saved image is always
                  square. If you baked a rectangle for example, you'd be wasting half the
                  area in the baked texture with black.
                  No. Subdivising your geometry like you say would introduce a lot of seams in the backed texture and so more potential texture leaks.
                  With a good packing you should not lost a large amount of space in the backed texture. But again packing uv cant be 100% automated if you want very good efficiency.

                  here is the famous SIbenik cathedrale 100% backed for realtime 3D walkthrough (near 50 000 polys after optimization) only one lightmap of 2048x2048 cover the entire geometry (plus of course texture for base material) :


                  (this is still a Work In Progress )











                  and the lightmap (here reduced to 1024x1024) :


                  Comment


                  • #10
                    what do you mean with: "only one lightmap of 2048x2048 cover the entire geometry (plus of course texture for base material)"

                    what's the setup for your material?
                    do I have to put the *.tga to diffuse slot with 100% self-illumination?
                    what kind of map do I have to render? complete, diffuse, or...?

                    best regards
                    themaxxer
                    Pixelschmiede GmbH
                    www.pixelschmiede.ch

                    Comment


                    • #11
                      realtime 3d used to require power-of-2-sized textures
                      this has changed but they are still much faster

                      maximum texture size for one texture depends on your graphics card and driver
                      geforces with current drivers support 4096x4096
                      btw: power of 2 means both sides have to be a power of two but not necessarily the same (so no need for square textures)

                      yes, one larger texture for all objects is faster than one smaller texture for each of them
                      but you will get into trouble with spacing of the different areas (a lot of wasted texture space that increases with the number of different non-continuous areas in the texture)
                      so it might be worthwhile to use more than one texture but have those laid out well

                      there are several limiting factors that determine the speed of realtime 3d
                      fill rate, transfer rate, cpu time, memory bandwidth, pixel shaders, vertex shaders, rasterization.
                      textures are only a part of the problem

                      example: physique (character studio) animation of a high-density mesh in max
                      cpu-usage 100% (mesh topology changes and has to be sent to graphics card every frame), no matter how good you bake the textures, it will alway be limited by the cpu

                      if you are interested you might want to read this stuff:
                      http://developer.nvidia.com/docs/IO/...timisation.pdf
                      http://www.ati.com/developer/dx9/ATI...timization.pdf
                      http://www.realtimerendering.com/#pipeopt

                      basicly, it all depends on your realtime engine and target audience (which card and cpu do they use?)
                      if you have access to the code (self-written or open source) you have more influence (or your programmer has

                      ask your developers (coders) for advice what they think works best, it's a complex matter and they (should) understand it

                      if you have a stock engine (quest3d, vrml *shudder*), ask the developers or try different sizes/optimizations

                      oh and one thing: determine your target audience (i.e. graphics card + maybe the cpu) first
                      there are vast differences between the gc generations and chips (ati vs nvidia)

                      cu mike

                      Comment


                      • #12
                        Originally posted by themaxxer
                        what do you mean with: "only one lightmap of 2048x2048 cover the entire geometry (plus of course texture for base material)"

                        what's the setup for your material?
                        do I have to put the *.tga to diffuse slot with 100% self-illumination?
                        what kind of map do I have to render? complete, diffuse, or...?

                        best regards
                        themaxxer
                        It depends on your 3D viewer. Only some support mujltitexturing that allow you to use the same compositing technic than in Combustion After Effect etc...
                        In the exemple above I have render a *.vrimg from the vray frame buffer then extract the raw GI and raw lighting channel.
                        Then in the code for the real time 3D engine I use ( BSContact ) I have multiply the rawgi with the based material (diffuse) and then add the rawlighting.
                        If your 3D engine doesnt support multitexturing or multipath rendering your only way to go is to bake a complete material (diffuse x gi + lighting) wich will give a less detailed visual result.

                        Comment


                        • #13
                          It depends on your 3D viewer. Only some support mujltitexturing that allow you to use the same compositing technic than in Combustion After Effect etc
                          can I make this in max? I would like to use the baking method for animations with moving objects...

                          best regards
                          themaxxer
                          Pixelschmiede GmbH
                          www.pixelschmiede.ch

                          Comment


                          • #14
                            Originally posted by themaxxer
                            can I make this in max? I would like to use the baking method for animations with moving objects...

                            best regards
                            themaxxer
                            there is limited support for animation within vrml, especially using the blaxxun vrml exporter
                            that said, only object transformations (move/rotate/scale) are supported in a useful way. though by principle you could deform objects, the file size tends to explode if you do it. (each vertex position of the object gets saved for each animation frame)

                            i really haven't looked into vrml lately but there are better realtime vizualisation systems out there.
                            those usually are external tools with their own authoring applications
                            some i know are:
                            quest3d
                            http://www.quest3d.com
                            royalty-free, needs some programming/developer skills

                            rtre
                            http://www.cubicspace.com

                            cult3d
                            http://www.cult3d.com
                            you need to purchase a license to publish the projcet

                            virtools
                            http://www.virtools.com

                            be warned, though, all of these more or less need a high level of knowledge about realtime 3d and tend to need programming skills to give the spectacular results seen in the demos

                            Comment


                            • #15
                              Originally posted by mike.edel
                              Originally posted by themaxxer
                              can I make this in max? I would like to use the baking method for animations with moving objects...

                              best regards
                              themaxxer
                              there is limited support for animation within vrml, especially using the blaxxun vrml exporter
                              that said, only object transformations (move/rotate/scale) are supported in a useful way. though by principle you could deform objects, the file size tends to explode if you do it. (each vertex position of the object gets saved for each animation frame)

                              i really haven't looked into vrml lately but there are better realtime vizualisation systems out there.
                              those usually are external tools with their own authoring applications
                              some i know are:
                              quest3d
                              http://www.quest3d.com
                              royalty-free, needs some programming/developer skills

                              rtre
                              http://www.cubicspace.com

                              cult3d
                              http://www.cult3d.com
                              you need to purchase a license to publish the projcet

                              virtools
                              http://www.virtools.com

                              be warned, though, all of these more or less need a high level of knowledge about realtime 3d and tend to need programming skills to give the spectacular results seen in the demos
                              you are wrong regarding VRML capabilities.
                              You are right : it requires some knowleges about realtime 3D.

                              Also you must know that the reference you quote : blaxxun viewer and exporter are outdated and havent been updated since 5 years...

                              Bitmanagement.de owns now and update frequently the viewer and the max exporter.

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