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Lightmap Baking Editor

Posted: Mon Oct 23, 2017 9:53 pm
by aliyeredon
Hi

I want to create some Editor codes to make manual texture baking fully automatic but all octane classes are internal and is not accessible.

It's so easy to make lightmap baking fully automatic, but you should create an automatic workflow or use public classes to let to users can create lightmap editor workflow (like me)


thank you. current manually texture baking is not usable in production

Re: Lightmap Baking Editor

Posted: Mon Oct 23, 2017 11:08 pm
by Goldorak
Yes. Working on it!

Re: Lightmap Baking Editor

Posted: Tue Oct 24, 2017 5:52 am
by aliyeredon
Thank you

Is it possible to execute Render action for "PBR Render Target" from script ?
Or changing camera type to Baked Camera from script ?

Re: Lightmap Baking Editor

Posted: Fri Oct 27, 2017 6:06 am
by aliyeredon
Any news about baking api?

Re: Lightmap Baking Editor

Posted: Fri Oct 27, 2017 1:13 pm
by ChrisHekman
aliyeredon wrote:Any news about baking api?
Atm the only news I can give is that we are working on it and discussing it internally.

Re: Lightmap Baking Editor

Posted: Sat Oct 28, 2017 1:50 am
by nights
They dont need to make an API for it but just make it fully automatic, I think.

Re: Lightmap Baking Editor

Posted: Sat Oct 28, 2017 8:44 am
by aliyeredon
Public classes are necessary for every plugin
Automatic solution is a most important thing, that's right

Re: Lightmap Baking Editor

Posted: Wed Nov 29, 2017 1:06 pm
by SamuelAB
I would suggest a solution like Flatiron uses in 3ds Max. Create shell materials.

There's the original material that has and infinite map (shell material) and then there's the baked material map in the same material. When you render it uses the original material, but the results go in the final map.

Anyway, I can't wait to bake in Unity. Currently baking in 3ds Max > Octane and it's a huge pain. My scene is split in 35 pieces, so I have to do every operation manually x 35 times. Of course, Octane bakes look amazing compared to unity bakes.