A baking test scene

Discussion related to the Engine functionality, implementations and API.
Racleborg
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Re: A baking test scene

Post by Racleborg » Fri Nov 29, 2019 9:24 am

As well as the left -click, as Sharlybg mentioned, it is also possible to switch off selectable in the Outliner. In the attached image, for example, the books can't be selected.
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Annotation 2019-11-29 092059.jpg

Racleborg
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Re: A baking test scene

Post by Racleborg » Fri Nov 29, 2019 11:08 am

Hi Dade

As well as a few fixes, I’ve added a texture map for the ‘Bake’ to the Wall, Floor and Window materials.
If this is what you are looking for then just let me know and I will carry on with the rest of the objects. If it’s not, I’m still happy to help with this project in any way I can. 😉

Here is the file: https://1drv.ms/u/s!AhdwgLaw01tLpnXsElx ... T?e=TXr9CG

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Dade
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Re: A baking test scene

Post by Dade » Fri Nov 29, 2019 12:17 pm

Racleborg wrote:
Fri Nov 29, 2019 11:08 am
Here is the file: https://1drv.ms/u/s!AhdwgLaw01tLpnXsElx ... T?e=TXr9CG
Thanks, I think you broke the UVs maps when you applied solidify to some object. For instance, see the "floor" object:

floor.jpg

Both the box upper face and the box lower face are mapped in UV (0, 0) to (1, 1). This means the baking process will sample both the lower (pointing outside) and the upper face (pointing inside the room), mixing what there is outside and what there is inside.

The baking process samples the UV space, you can not have overlapped face there or the generated bake map will be a mix of what is seen by each overlapped face.

As far as I know, this breaks Cycles baking too.

The easier fix is probably to split the upper floor face and the rest of the solidified box in 2 separate objects so the upper face map will be correct and the other doesn't matter because it is not visible. The same should be done for all object you have solidified.
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Dade
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Re: A baking test scene

Post by Dade » Fri Nov 29, 2019 12:21 pm

Oh, I forgot: can you also replace the "DGruwier_dirt_04_scratches_smudge_specs_black.tif" file with a "DGruwier_dirt_04_scratches_smudge_specs_black.png": reading a TIFF file crashes my Blender due to a bug in the version of Ubuntu/OpenImageIO I'm using.
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Racleborg
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Re: A baking test scene

Post by Racleborg » Fri Nov 29, 2019 12:29 pm

Oh, I forgot: can you also replace the "DGruwier_dirt_04_scratches_smudge_specs_black.tif" file with a "DGruwier_dirt_04_scratches_smudge_specs_black.png": reading a TIFF file crashes my Blender due to a bug in the version of Ubuntu/OpenImageIO I'm using.
Yes, sure, I'll fix that.

Also, I've got no idea why this is happening but every so often it loads a different texture than the one in the material. This has never happened to me in the past (see attached image)

Maybe it's something to do with converting an old Blender file to 2.8 :?:
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Racleborg
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Re: A baking test scene

Post by Racleborg » Fri Nov 29, 2019 1:03 pm


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Dade
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Re: A baking test scene

Post by Dade » Fri Nov 29, 2019 4:23 pm

Racleborg wrote:
Fri Nov 29, 2019 1:03 pm
Updated to PNG:

https://1drv.ms/u/s!AhdwgLaw01tLpnYa8wJ ... j?e=nHiR2S
Racleborg, have you seen my second last post ? UVs look still broken.
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Racleborg
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Re: A baking test scene

Post by Racleborg » Fri Nov 29, 2019 6:42 pm

Both the box upper face and the box lower face are mapped in UV (0, 0) to (1, 1). This means the baking process will sample both the lower (pointing outside) and the upper face (pointing inside the room), mixing what there is outside and what there is inside.

The baking process samples the UV space, you can not have overlapped face there or the generated bake map will be a mix of what is seen by each overlapped face.

As far as I know, this breaks Cycles baking too.

The easier fix is probably to split the upper floor face and the rest of the solidified box in 2 separate objects so the upper face map will be correct and the other doesn't matter because it is not visible. The same should be done for all object you have solidified
This post? No, sorry, I somehow missed it and only saw the one immediately afterwards.

I'll do the fixes that you suggest and report back soon. Hopefully this evening, but maybe tomorrow, if that's ok?

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Dade
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Re: A baking test scene

Post by Dade » Fri Nov 29, 2019 8:57 pm

Racleborg wrote:
Fri Nov 29, 2019 6:42 pm
I'll do the fixes that you suggest and report back soon. Hopefully this evening, but maybe tomorrow, if that's ok?
Sure, indeed, there is no hurry.
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Racleborg
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Re: A baking test scene

Post by Racleborg » Fri Nov 29, 2019 9:26 pm

Dade

Iv'e started from scratch due to the issues with image textures, and to have a nice clean slate for the UV maps. (it's all good fun practise/learning)

Creating new parts from the added thickness's and naming them '********thickness' .

Not deleting any of the original UV maps. Making the materials work with whatever is already available. (I guess that the unused ones may be still useful somehow or when multiple UV maps becomes available)

Cheers :)

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