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 Dec 06, 2019 11:45 am

My workaround for the moment is on the first export to put very obviously different colours to the objects that are similar, grab the number after 1st bake, then re export with the correct material. A bit long winded , but it works. :)

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Dade
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Re: A baking test scene

Post by Dade » Sat Dec 07, 2019 11:09 am

I should have fixed the small black-border problem, before:

wrong.jpg

now:

ok.jpg

Note: the problem was in the support for rendering baked objects in LuxCore, not in the baking process, so it was affecting only the rendering inside with LuxCore (not, for instance, with Eevee).

Note 2: it is very important to set the image map wrap mode of baked map to "clamp" (not the default "repeat"), otherwise you get the black border from other side of the map. The latest luxcoreui bake all command does that.
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B.Y.O.B.
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Re: A baking test scene

Post by B.Y.O.B. » Sat Dec 07, 2019 11:10 am

Dade wrote:
Fri Dec 06, 2019 11:34 am
@B.Y.O.B., there may be some kind of regression related to Blender v2.81 (or the use of collections ?)
It was a conscious decision to make my life easier, but I can add the names back.

Racleborg
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Re: A baking test scene

Post by Racleborg » Sat Dec 07, 2019 11:46 am

Note 2: it is very important to set the image map wrap mode of baked map to "clamp" (not the default "repeat")
Just done this and and then needed to set the UV offset to U 1, V-1. That's correct to what has been said earlier I think?

For new users who don't know this , it might be a bit confusing. Could the V -1 be set under the hood and show V 0 in the node?

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FarbigeWelt
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Re: A baking test scene

Post by FarbigeWelt » Sat Dec 07, 2019 3:19 pm

Racleborg wrote:
Sat Dec 07, 2019 11:46 am
V -1 be set under the hood and show V 0 in the node?
Do you mean V 1 instead of V 0, zero seems not to make any sense.
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Racleborg
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Re: A baking test scene

Post by Racleborg » Sat Dec 07, 2019 8:08 pm

Do you mean V 1 instead of V 0, zero seems not to make any sense.
...mmmm....thinking :?

I've attached an image (artwork ;) )to hopefully show what I mean. Or maybe I've missed understood something?
Attachments
v0.jpg

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Dade
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Re: A baking test scene

Post by Dade » Sat Dec 07, 2019 8:31 pm

Racleborg wrote:
Sat Dec 07, 2019 8:08 pm
Do you mean V 1 instead of V 0, zero seems not to make any sense.
...mmmm....thinking :?

I've attached an image (artwork ;) )to hopefully show what I mean. Or maybe I've missed understood something?
Unmark uniform scale and use 1,-1 for U and V scale :idea:

Note: scale, not offset.
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Racleborg
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Re: A baking test scene

Post by Racleborg » Sat Dec 07, 2019 8:41 pm

Unmark uniform scale and use 1,-1 for U and V scale :idea:
That explains why things haven't been working out this end. ;) :lol:

Thank you.

Racleborg
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Re: A baking test scene

Post by Racleborg » Mon Dec 09, 2019 11:05 am

I’m getting some good results with baking textures :D except with the Velvet shader +bump. :?
(Images attached)

With no bump, then all appears good. With any bump (just.5mm in this case), then the result is close to black in Luxcoreui preview (shown), and in the resulting texture.

Maybe the problem is connected to the points that Sharlybg raised regarding the Velvet shader's shadow terminations, but just in case it isn't ....
Thanks
Attachments
.5mm Bumped velvet in luxcoreui.jpg
No umped velvet in luxcoreui.jpg
velvet for bake with bump.jpg
velvet for bake without bump.jpg

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Dade
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Re: A baking test scene

Post by Dade » Mon Dec 09, 2019 11:13 am

Racleborg wrote:
Mon Dec 09, 2019 11:05 am
I’m getting some good results with baking textures :D except with the Velvet shader +bump. :?
Bump should be (and will be) baked in a separate map file. Does it happen without bump too ?
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