Howto:Multi-channel lightmap: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 26: Line 26:


Using the UV-Image Editor screen in Blender, create a new image that is the same size as the texture sheet being used. Here is where you may have a problem if you have set up your blend to have multiple texture sheets. I happen to have only one texture sheet for the entire blend (by design). These things need to be well thought out, in advance, for ease in setting up the effects later on in the creation process. This is what the map will bake to and be the source of the final lightmap.
Using the UV-Image Editor screen in Blender, create a new image that is the same size as the texture sheet being used. Here is where you may have a problem if you have set up your blend to have multiple texture sheets. I happen to have only one texture sheet for the entire blend (by design). These things need to be well thought out, in advance, for ease in setting up the effects later on in the creation process. This is what the map will bake to and be the source of the final lightmap.
[[File:Blend1a.jpg|400px|Create an image to bake to]]
[[File:Blend1a.jpg|400px|Create an image to bake to]]




Uncheck the texture being applied to the objects.
Uncheck the texture being applied to the objects.
[[File:Tutorial 02.jpg|400px|Uncheck applied texture]]
[[File:Tutorial 02.jpg|400px|Uncheck applied texture]]


Line 40: Line 42:
# 3) Error .25
# 3) Error .25
I set "Correction" to 1.0, but it may only be use if Ambient Occlusion is also checked.
I set "Correction" to 1.0, but it may only be use if Ambient Occlusion is also checked.
[[File:Tutorial 03.jpg|400px|Settings for the bake]]
[[File:Tutorial 03.jpg|400px|Settings for the bake]]


Line 49: Line 52:
# 3) In the bake information (Render Tab) make sure you have a reasonable "overlap". Read up in Blender docs for that info. I used 2 and it appears to have been a decent setting for my texture sheet resolution.
# 3) In the bake information (Render Tab) make sure you have a reasonable "overlap". Read up in Blender docs for that info. I used 2 and it appears to have been a decent setting for my texture sheet resolution.
# 4) Make sure you have selected the image you created in the UV-image editor.
# 4) Make sure you have selected the image you created in the UV-image editor.
[[File:Blend2a.jpg|400px|Start the bake]]
[[File:Blend2a.jpg|400px|Start the bake]]




Hit the bake button. When the baking is finished, if everything went OK, you should have a baked map that looks something like this.
Hit the bake button. When the baking is finished, if everything went OK, you should have a baked map that looks something like this.
[[File:Blend5a.jpg|400px|Final baked lightmap in Blender]]
[[File:Blend5a.jpg|400px|Final baked lightmap in Blender]]




Or if you used colored lights it will look like this.
Or if you used colored lights it will look like this.
[[File:Blend7a.jpg|400px|Multi channel bake]]
[[File:Blend7a.jpg|400px|Multi channel bake]]


Line 63: Line 69:




Import the "baked" Blender lightmaps into Gimp. If you baked a three color channel lightmap you can proceed to the section on converting the greyscale to alpha.


Import the "baked" Blender lightmaps into Gimp. If you baked a three color channel lightmap you can proceed to the section on converting the greyscale to alpha.
[[File:Tutorial 04.jpg|400px|Import as layer baked greyscale lightmaps made in Blender]]
[[File:Tutorial 04.jpg|400px|Import as layer baked greyscale lightmaps made in Blender]]




If not then with only the greyscale lightmap layer that you want to convert to the the first rgb color channel (r) selected, click on the Channel tab. De-select green and blue channels. All that you should have selected is the red and alpha channels. Save visible to new layer. This new layer is now the red channel layer (the first channel) of what will be your four channel lightmap. Repeat this process for the greyscale image (lightmap) that is going to represent the green channel and again for the one that will represent the red channel.
If not then with only the greyscale lightmap layer that you want to convert to the the first rgb color channel (r) selected, click on the Channel tab. De-select green and blue channels. All that you should have selected is the red and alpha channels. Save visible to new layer. This new layer is now the red channel layer (the first channel) of what will be your four channel lightmap. Repeat this process for the greyscale image (lightmap) that is going to represent the green channel and again for the one that will represent the red channel.
[[File:Tutorial 05.jpg|400px|Changing greyscale to one color channel]]
[[File:Tutorial 05.jpg|400px|Changing greyscale to one color channel]]


330

edits