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Object Texture Baking
Posted: Wed Mar 11, 2015 10:21 pm
by pak
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?
Re: Object Texture Baking
Posted: Thu Mar 12, 2015 11:33 am
by aoktar
Not for at the time.
Re: Object Texture Baking
Posted: Fri Mar 13, 2015 2:18 pm
by pak
Any plans for future releases? this can be VERY handy specially for asset creation purposes.
Re: Object Texture Baking
Posted: Fri Mar 13, 2015 2:28 pm
by aoktar
we have always plans with some priority. This is a feature, it needs some help from sdk. Not only a plugin implementation.
Re: Object Texture Baking
Posted: Wed Nov 11, 2015 4:29 pm
by jingles
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.
Re: Object Texture Baking
Posted: Wed Nov 11, 2015 5:27 pm
by bepeg4d
Here is an extract of what Marcus wrote some days ago about v3:
- 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.
viewtopic.php?f=9&t=50956
ciao beppe