Hi. Although I know that this topic is outdated, I decided to say a couple of words about this utility. Recently I was experimenting with Macromedia Shockwave 3d format, and was impressed with results and abilities. I was using Bake3D to bake lighting and found it not very convenient for this task. First - Macromedia exporter uses PNG alpha channel as an opacity map, so geometry becomes transparent. Second - it doesn't correctly use self illumination mapping, it only understands plain value for SI.
According to this, I suggest the following workflow:
1) Make it possible to choose output extension, for example JPG or BMP.
2) Make a choice in which slot to place baked maps. Since Macromedia doesn't support self illumination maps (it seems to me that no any other realtime application does), it would be more sense to place maps in Diffuse slot and set Self Illumination to 100%.
3) Option not to make Shell material but replace original material with baked INSTANTLY.
4) Finally, very handy function - to transfer or `copy` one mapping channel on another. This can be useful in following reason: imagine a very common situation - a model that already has Mapping Channel #1 and this channel is used by some texture. So, we want to use different channel for Baked Maps, for example #2. After baking we'll get original texture with baked lighting. Then we might want to place this texture in channel #1, in case if our realtime app doesn't support other channels but first. This is possible with Unwrap UWV modifier - first we save second channel to file, then switch to first channel and load UWV from file... And this for every object in the scene. Whew! A little optimization would be just helpful!
Thanks for attention.
According to this, I suggest the following workflow:
1) Make it possible to choose output extension, for example JPG or BMP.
2) Make a choice in which slot to place baked maps. Since Macromedia doesn't support self illumination maps (it seems to me that no any other realtime application does), it would be more sense to place maps in Diffuse slot and set Self Illumination to 100%.
3) Option not to make Shell material but replace original material with baked INSTANTLY.
4) Finally, very handy function - to transfer or `copy` one mapping channel on another. This can be useful in following reason: imagine a very common situation - a model that already has Mapping Channel #1 and this channel is used by some texture. So, we want to use different channel for Baked Maps, for example #2. After baking we'll get original texture with baked lighting. Then we might want to place this texture in channel #1, in case if our realtime app doesn't support other channels but first. This is possible with Unwrap UWV modifier - first we save second channel to file, then switch to first channel and load UWV from file... And this for every object in the scene. Whew! A little optimization would be just helpful!
Thanks for attention.
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