Howto:Multi-channel lightmap: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 9: Line 9:


This is what your cockpit or subject will look like when looking at it in the Material Viewport if using only the normal white light.
This is what your cockpit or subject will look like when looking at it in the Material Viewport if using only the normal white light.
[[File:Blend3a.jpg|400px|Lighting Scheme]]
 
[[File:Blend3a.jpg|800px|Lighting Scheme]]




You can set up your lights to mimic the 3 color channels used in the shader and thus bake three different light sources into three different channels in one bake session if you wish. This would eliminate some steps in Gimp during the next part of the process, but for the purpose of this tutorial, we'll take the longer approach so you can see how it is possible to work with images and their channels. This is what you might expect to see if you do a light source per color channel (rgb).
You can set up your lights to mimic the 3 color channels used in the shader and thus bake three different light sources into three different channels in one bake session if you wish. This would eliminate some steps in Gimp during the next part of the process, but for the purpose of this tutorial, we'll take the longer approach so you can see how it is possible to work with images and their channels. This is what you might expect to see if you do a light source per color channel (rgb).
[[File:Blend6a.jpg|400px|Setting up colored light sources]]
 
[[File:Blend6a.jpg|800px|Setting up colored light sources]]




Line 19: Line 21:
Because of the nature of the lightmap effect and the way it is applied using shaders, it is required to have all the objects to be influenced by the same lightmap also mapped to the same texture.  
Because of the nature of the lightmap effect and the way it is applied using shaders, it is required to have all the objects to be influenced by the same lightmap also mapped to the same texture.  
Tip: Other blends that use a different coordinate space must be converted to the same coordinate space as the final blend that you are creating the lightmap from and also be mapped to the same texture sheet if you want to apply a single lightmap to all those object. This obviously can be a real challenge if using generic instruments.
Tip: Other blends that use a different coordinate space must be converted to the same coordinate space as the final blend that you are creating the lightmap from and also be mapped to the same texture sheet if you want to apply a single lightmap to all those object. This obviously can be a real challenge if using generic instruments.
[[File:Tutorial 01.jpg|400px|Selecting object to map in the blend]]
 
[[File:Tutorial 01.jpg|800px|Selecting object to map in the blend]]




330

edits