hi here’s a tut I found… sure it will help everyone… it shows you how to convert the blender radiosity to texture map… enjoy
Your link doesn’t work (It’s not a real link)
sorry my mistake… ran into problems when doing the tut… after you have seperated out your mesh and you want to render the radiosity to a file (tga etc)… it only seems to work if you delete all materials assigned to the object and then re-asign a nu material with Vcol pain selected in the material tab… and then run the texturebake script… i’m just gonna check this again quickly
okay go here… this actually works this time…
You do know you can edit you post instead of continually reposting with a new link… It might be wise to edit the link in your previous posts with the incorrect links. Thanks for pointing out the tutorial though, I’m sure it could be useful.
hey cool… um didn’t notice that edit button!
Thanks for posting this, i’ve been looking for a way to bake vertex colours to texture for ages, (makes textures easier to paint). Cant believe I didn’t see it until now.
no problem… came across it on the ogre wikki of all things… someone should link to it from the blender wiki tuts etc… just make sure you follow the extra instuctions I put in(top of post) otherwise it doesn’t render properly…
it only seems to work if you delete all materials assigned to the object you are wanting to bake and then re-asign a nu material with Vcol pain selected in the material tab… and then run the texturebake script…
when using TextureBaker script saved texture gets kind of blur effects at faces edges, is it possible to get a clean image?
Tryed to use UVPainter script instead, there was no blur at edges but 1) image was lowres 2) the image was croped!?
Image from UVPainter:
Image from TextureBaker script:
Any help please?
the resolution you choose to render your map at will effect the anti-ailiaising (dunno if I spelt that right?)… basically the higher the res the sharper the lines… the lower the res the crapper it looks… you could always render at a higher res and resample… as in resize the image yourself in another program…
but the main purpose of baking this info is as a light map!.. so you want to layer the image over your colour high res tiling texture… using a blender material. Lightmaps are usually a lower res anyway… it’s not perfect… you will probally have to tweek the uv’s a bit to fix the seams etc. but i heard in nu version of blender will have a proper texture baker/renderer…
of course layering the maps is a problem when you only have one UV channel/set to use… but hopefully that’s being fixed too.
thanks much for your reply… it makes sense now.
now I would need to know how to set a material to render the lightmap… I have a material with one texture with ‘map to’ set to UV, how can I add the lightmap without erasing the first texture?
Unfortunatly there is only one UV channel available which makes lightmapping very hard. Multiple channels should hopefully be available in the next release.
you can layer you’re textures using the blender materials… go here for the documentation about using the blender materials in the GE.
nice link kirado thanks
Perhaps too complex or not enough understandable…