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facemania's Avatar
facemania facemania is offline
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Well after experimenting around with the render baking textures, I couldn't find a way to bake objects that have been UV textured.

I tried setting the material to TexFace, but that left me with a overall black texture, since it needed a base UV texture to replace.

My question is, is it possible to bake UV textures?
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#1   Old 13-Aug-07, 20:42   
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Hmmm, I would think that if you used the uv texture in the the materials->textures->image and use uv in map input you could bake it in.

Did you read/do snailrose's tut on the script to bake the lights into the uvmapped scenes? It explains how to do that. Do you have the link already?

I would have to search for it, but will if you dont have it....

http://www.continuousphysics.com/lig...pTutorial.html

Several folks here have tried it and ran into complications and posted here. I was one of them, lol.

Be sure to check spelling. Sorry if this is all obvious to you....
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Blender help, searchable links HERE. Updtd 4/15/07

L st in space, assimilated by the Borg, influenced by the One Ring...

Last edited by ititrx; 13-Aug-07 at 22:24.
#2   Old 13-Aug-07, 22:09   
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I also could not find a way
Its easy to Bake for proceedureal textures but as soon as you want UV mapping your snookered,
Of course you could just enable the 'light' button in Texture face and have real time no baked shading??
............................................
'I had a dream, which was not all a dream.' - Lord Byron
#3   Old 13-Aug-07, 22:36   
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Maybe the tutorial I did recently will help (link in this thread). It's focus is using Render Baking and Multiple UV's for texture seam removal . . . but I think it may apply to your problem, since it only uses UV-mapped textures.




.
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#4   Old 13-Aug-07, 22:36   
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ititrx ititrx is offline
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Quote:
Originally Posted by Larryboy View Post
I also could not find a way
Its easy to Bake for proceedureal textures but as soon as you want UV mapping your snookered,
Of course you could just enable the 'light' button in Texture face and have real time no baked shading??
Actually using that for every object is GE intensive, well thats what I read. smile.

I just used that tut as an example of how to use the uv input (uv mapped) and the uv image to set up for the baking.
............................................
Blender help, searchable links HERE. Updtd 4/15/07

L st in space, assimilated by the Borg, influenced by the One Ring...
#5   Old 13-Aug-07, 22:58   
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I take it all back! this is how you can do it - And I've had a few beers so this could be a bit wrong
Have you object ready and make sure it has a material
1. Create a new UV (image new) and that will be your first and the one which will become the bake. (in the UV/Image Editor window)
2. click the 'new' button by UV Texture in 'Mesh' and I would rename it 'UV2' - this creates a second UV which will be the one you bake from.
3. Load your image into the UV/Image editor and unwrap as you wish.
4. Assuming you have a material, go to textures and create a texture in the second slot, choose image and select your image from the drop down list by Load.
4. back in materials, make sure you have the second texture slot selected. in Map input select 'UV' and enter UV2 in the 'UV:' text box.
5 go back to Editing (F9) and select the + by the first UV - 'UVTex'. In the UV/Image editor make sure the black new image is in place. in the UV Face Select window do unwrap smart projections.
6 back in mesh in Editting reselect the second UV - UV2 and select the button next to the + as well
7 in the UV Face select window do Alt Cntrl B and choose full render.

There
delete the second UV, delete the material and the First UV will be your backed UV texture.

I thankyou (assuming it works that is...)
later
And I can't get it to work now -but it did work - and now I'm going to bed - but I reckon its to do with those 'set rendering UV texture' buttons next to the 'set active UV texture' + button
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'I had a dream, which was not all a dream.' - Lord Byron

Last edited by Larryboy; 13-Aug-07 at 23:48.
#6   Old 13-Aug-07, 23:29   
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Done it - and heres a blend to prove it.
The problem was these little buttons
next to where it says UVTex and UV2.
when you do the bake UV2 (your texture) needs to be set active (the + button) and UVTex ( your new, to be baked texture) needs to be set with the other button (as above).
Load my blend http://www.weedicom.co.uk/temp/UVBake1.blend (ed: now with packed textures!) and with the mouse over the UV Face Select window do Alt Cntrl B and choose full render. That will bake it. then choose the '+' (set active texture) by UVTex and you will see in the UV/Image editor the baked texture,

enjoy
and Cire, thanks for your excellent tutorial
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'I had a dream, which was not all a dream.' - Lord Byron

Last edited by Larryboy; 14-Aug-07 at 20:06.
#7   Old 14-Aug-07, 10:14   
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facemania facemania is offline
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Thanks everyone for replying, I hadn't seen snailrose's tutorial on it.

Larryboy's instructions, and blend worked perfectly (although he did forget to pack the textures).

Cire, that tutorial looks quite useful actually, as seams seem to be unavoidable with render baking.

Again, I thank all of you for replying, I really appreciate it
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#8   Old 14-Aug-07, 17:04   
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