Is it possible to bake the lighting per object?
I would love to create baked lighting on objects to export for game-engine use - with the amazing speed octane seems like the best bet.
Possible?
Object Texture Baking
Moderators: ChrisHekman, aoktar
Not for at the time.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Any plans for future releases? this can be VERY handy specially for asset creation purposes.
we have always plans with some priority. This is a feature, it needs some help from sdk. Not only a plugin implementation.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I agree, this would be incredibly helpful. Obviously it would have to be limited to specific channels.
I have many instances where I end up creating an asset for animation, then using the 3D object as an FBX in WebGL. Would be great to be able to get the diffuse, bump/normal maps out of octane.
I have many instances where I end up creating an asset for animation, then using the 3D object as an FBX in WebGL. Would be great to be able to get the diffuse, bump/normal maps out of octane.
Here is an extract of what Marcus wrote some days ago about v3:
ciao beppe
- Texture baking
We also started working on texture baking. Currently we've got a first version running to bake diffuse surfaces. The way it works is that you set a "baking camera" as camera node and partition your geometry using baking IDs. In the baking camera you can then pick the ID you want to bake and it just renders the texture out. It also extrapolates the baked texture to avoid black edges. And of course, you can use the render passes to bake out various channels and stuff. Please be aware though, that the UV map needs to provided by the geometry and is not created by Octane.
ciao beppe