Materials/Shaders in UV maps

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Materials/Shaders in UV maps // New Users

1  |  

Post by tamtam // Jul 14, 2008, 2:38am

tamtam
Total Posts: 213
pic
Say for example, I like the way my materials and/or shaders look on my models.


1. Is there any way I can make it into a UV map, which has the materials I painted on the the model, and shaders (without UV mapping manually)?


I'd like it if TS 7.51 had a tool to capture the materials on a model, and separate each different material into one UV map.


2. Is there any way to do this, and automatically generate the diffuse, bump, specular, normal, and transparency maps?


Thanks in advance!

- tamtam

Post by Jack Edwards // Jul 14, 2008, 3:12am

Jack Edwards
Total Posts: 4062
pic
Texture baking isn't supported in 7.51.

It's a very useful feature though. Usually what I've seen is that the baking process planar maps each triangle separately then generates a texture to match.

Those kind of auto generated maps aren't really editable though.

Post by transient // Jul 14, 2008, 5:31am

transient
Total Posts: 977
pic
I don't know why this isn't a priority for truespace, especially since layered materials aren't supported by vray. With baking, you could use your favourite lightworks materials in vray and dribble, and also other external renderers.


You would need to be able to bake separate channels (i.e specular, diffuse) for it to be truly useful. Automatically turning layered maps into mapped phong would be ideal.


This is a gaping void in truspace's functionality imo.

Post by Jack Edwards // Jul 14, 2008, 6:00am

Jack Edwards
Total Posts: 4062
pic
It would also be useful for baking GI into low poly characters before export into a game engine.

An actually working VRay version is likely a more important priority though. ;)

Post by v3rd3 // Jul 14, 2008, 11:20am

v3rd3
Total Posts: 388
I agree that baking editable objects would in fact be brilliant. It would make a number of things much easier in the uv camp.
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn