Howto:Multi-channel lightmap: Difference between revisions

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Tip: Use only indirect lighting. Let FlightGears shaders take care of the rest.
Tip: Use only indirect lighting. Let FlightGears shaders take care of the rest.
I had good results with the following indirect lighting settings...
I had good results with the following indirect lighting settings...
# 1) Factor .7
# Factor .7
# 2) Passes 3
# Passes 3
# 3) Error .25
# 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.


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Your now ready to bake.  
Your now ready to bake.  
You can either join all the object into one and do a single bake or you can uncheck the "Clear" box in the Bake section and do multiple bake runs over the same image using different selected objects in the edit mode one at a time. With the complexity of the Shuttle Cockpit, I found it easiest to join all the object into a single object and bake only once per light source.
You can either join all the object into one and do a single bake or you can uncheck the "Clear" box in the Bake section and do multiple bake runs over the same image using different selected objects in the edit mode one at a time. With the complexity of the Shuttle Cockpit, I found it easiest to join all the object into a single object and bake only once per light source.
# 1) Make sure your object is selected and in edit mode.  
# Make sure your object is selected and in edit mode.  
# 2) Make sure you have only the light source or sources you want in this lightmap active.
# Make sure you have only the light source or sources you want in this lightmap active.
# 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.
# 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.
# Make sure you have selected the image you created in the UV-image editor.




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