Lightmap Unwrap (Finished)

Heres a script that uses the most texture space for a mesh
good for lightmaps, use with blender 2.43rc1+

http://members.optusnet.com.au/~cjbarton/uvcalc_lightmap.py

Sound interesting indeed.
Some hint on what it’s useful for and usage?

heres an example - the red is waisted space (minimal :wink: )
http://members.optusnet.com.au/cjbarton/03_ao.png

Looks great, thanks. Have to test it.
But may I ask what’s the difference compared to an AO baked rendering?

This is an AO baked render- all this tool does it set the UV mapping.

Aaaah… got it! My apologies, I didn’t understand. And thanks again.

1 Like

Cambo,

This is fantastic! I’ll give it a try…

RS

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Just a note that there was a bug in this script that made it rotate triangles incorrectly, this is now fixed and the script should be ready for general use.

I’ll try it out on my character model!

i made a test but seems need the all three (from Archimap angle limit, fill hole) + margin features for good result
because if i dont use angle limit at the adjacent faces occured the patched artifact

http://img114.imageshack.us/img114/4267/uvnoangle1dk2.th.png

http://img441.imageshack.us/img441/9736/uvnoangle2jf7.th.png

and with Agle limit made with Archimap UV hot have adjacent artifact but not have Margin Options

http://img48.imageshack.us/img48/952/withangleid4.th.png

http://img58.imageshack.us/img58/9744/withangle2um5.th.png

Iv been using this recently for a similar project and you can get around these problems, though they dont go away totaly.

  • Use higher resolution images, or more then 1 image by breaking the mesh into parts (can help at times)

  • Skinny triangles will cause the worst artifacts.

  • Try higher AO settings to reduce noise artifacts.

  • Use a higher margin (0.18 seems good) then make sure the bakeing margin is set to 32.

  • See if the error is mipmapping related b turning Mipmap off in preferences. If artifacts are caused by mipmapping then increase the packing margin and rebake.

Making the light map packer group adjacent faces probably wont ever happen. its possible but not what its intended for.

thank you for advices i will try it.

actually the whole idea came form that autoUV.py dont work with new blender 2.43 that use python 2.4.4 with multi uv set. It have an import error maybe this is a python bug. (i do a search with google but not find the solution)

that i posted here:
http://blenderartists.org/forum/showthread.php?t=64288


Traceback (most recent call last):
File “autoUV.py”, line 56, in ?
File “/usr/lib/python2.4/random.py”, line 67, in ?
import _random
ImportError: /usr/lib/python2.4/lib-dynload/_random.so: undefined symbol: _PyArg_NoKeywords

and for this reason I thiked that the Archimap works fine for all blender release with latest python release 2.4.4
and would be good if have a margin options too and became perfectly tool
for shadowmap uv generator.

bwt have u run well the autoUV.py in blendr 2.43 (it have angle base uv islands and pixel margin gaps)
http://www.filesend.net/download.php?
f=bdaa52577c8007da43818c9016fd4c15