Since I have a web 3D project I have been looking into texture baking.
And what can I say luxcore is a very good way to do it.
Thanks Dade !
Now that I figured out the workflow ..I have some problems with the exported gltf when importing into Blender.
Also it does not work in other programs. BabylonJS or Opencascade.
Code: Select all
Python: Traceback (most recent call last):
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/__init__.py", line 1050, in execute
return self.import_gltf2(context)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/__init__.py", line 1064, in import_gltf2
if self.unit_import(path, import_settings) == {'FINISHED'}:
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/__init__.py", line 1084, in unit_import
BlenderGlTF.create(gltf_importer)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py", line 42, in create
BlenderGlTF._create(gltf)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_gltf.py", line 49, in _create
BlenderScene.create(gltf)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_scene.py", line 40, in create
BlenderNode.create_vnode(gltf, 'root')
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 51, in create_vnode
BlenderNode.create_vnode(gltf, child)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 38, in create_vnode
BlenderNode.create_object(gltf, vnode_id)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 58, in create_object
obj = BlenderNode.create_mesh_object(gltf, vnode)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_node.py", line 207, in create_mesh_object
mesh = BlenderMesh.create(gltf, pynode.mesh, pynode.skin)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py", line 34, in create
return create_mesh(gltf, mesh_idx, skin_idx)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py", line 52, in create_mesh
do_primitives(gltf, mesh_idx, skin_idx, mesh, tmp_ob)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py", line 208, in do_primitives
uvs = BinaryData.decode_accessor(gltf, prim.attributes['TEXCOORD_%d' % uv_i], cache=True)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/io/imp/gltf2_io_binary.py", line 82, in decode_accessor
array = BinaryData.decode_accessor_obj(gltf, accessor)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/io/imp/gltf2_io_binary.py", line 102, in decode_accessor_obj
buffer_data = BinaryData.get_buffer_view(gltf, accessor.buffer_view)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/io/imp/gltf2_io_binary.py", line 53, in get_buffer_view
gltf.load_buffer(buffer_view.buffer)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/io/imp/gltf2_io_gltf.py", line 165, in load_buffer
data = self.load_uri(buffer.uri)
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/io/imp/gltf2_io_gltf.py", line 183, in load_uri
return memoryview(base64.b64decode(data))
File "/Users/drquader/Desktop/Blender.app/Contents/Resources/2.93/python/lib/python3.9/base64.py", line 87, in b64decode
return binascii.a2b_base64(s)
binascii.Error: Incorrect padding
location: <unknown location>:-1
You can find the gltf exported from luxcoreui here
http://q3de.com/wp-content/uploads/2021/08/testbake.zip
It would be nice if you could have a look.
And how can I use Denoising ? will I have to add that manually to the bakeall.cfg ?
Using the textures manually in Blender works really well.
I also think this is a much underrated feature and thinking about integrating it into BlendLuxCore.
Here is the file exported from Blender with LuxCore textures in BabylonJS