Author Topic: Baking textures in Blender with Cycles is a thing now  (Read 2258 times)

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Offline fightermedic

  • 29
  • quite a nice guy, no really, i am
Baking textures in Blender with Cycles is a thing now
For those of you using Blender for modelling, and who might not have noticed it yet: there is a new Blender release that finally allows for baking textures with the more advanced Cycles render now
I for one certainly ain't going back to the old renderer from my next ship onwards
you can get the Cycles-Baking release here:
http://graphicall.org/?keywords=baking+cycles

if you by chance have no idea how cycles works, search for Andrew Prices' excellent blender tutorials on youtube
« Last Edit: May 01, 2014, 02:29:41 pm by fightermedic »
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline The Dagger

  • 29
  • I like zod ships
Re: Baking textures in Blender with Cycles is a thing now
It looks very promising and I've been keeping an eye on this.
I rather wait on an official build before switching but I'd like to know if you can define a material emmisivity and emission color with a texture. That would make baking glowmaps so much easier than manually putting lights in place.

 

Offline fightermedic

  • 29
  • quite a nice guy, no really, i am
Re: Baking textures in Blender with Cycles is a thing now
i've always done that with the old renderer, if you do not use raytracing for baking the full render it is already possible, in fact i'm doing it right now
the problem is that the aproximate render method sucks ;)

this is the main reason why i'm so excited about Cycles, it is BUILT to render emissive lights from surfaces, that's the default way to light something here
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline The Dagger

  • 29
  • I like zod ships
Re: Baking textures in Blender with Cycles is a thing now
Great!    :D
For baking glows I use lights and raytracing 'cause it's the only way to get shadows, but it's a pain in the arse to set the lights.  :banghead:

 

Offline fightermedic

  • 29
  • quite a nice guy, no really, i am
Re: Baking textures in Blender with Cycles is a thing now
yea, that's why i did it only once, and used the lower quality aproximate afterwards, even though the shades are very inaccurate here
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline rhettro

  • 27
Re: Baking textures in Blender with Cycles is a thing now
Blender is growing by leaps and bounds. I recently grabbed the latest 3D texture painting build that supports straight lines. I'm looking forward to roughing out the textures directly on the model and then cleaning them up or using them as a guild for the master textures in Photoshop.