Hesekiel2517 wrote:Hey there,
i have a lot of CAD Modells with many details. For a realtime application i want to bake the lighting in a Texture. It is impossible to get the same uv layout for the low-res Modell and the high-res Modell (in fact i want to avoid uving the high res modell at all).
Is there a way to bake the high res lighting directly to the low-res uv map?
Right now i'm baking the high res modell and then bake that to the lowres version in modo. But i really want to avoid this step. Maybe with osl it's now possible to do this.
As I understand it, you must have decent UVs on the high res model in order to capture its lighting as a baked texture. It doesn't have to be pretty, just non-overlapping, etc. If the UV spaces of the low and high res geometry align, it should be easy enough to use the high res baked lighting info on the low res geometry.
I'm mostly a Maya guy, and there's a pretty simple, "Transfer Attributes" tool that lets you line up your low res and high res geometry, then transfer the UV coordinates from one to the other based on simple proximity. There's probably a similar tool in whatever 3D app you use. Auto-UVing the high res mesh, then transferring that UV space to the low res mesh should be pretty straight forward, as long as the geometry isn't too wacky.
I hope that made sense.