Howto:Multi-channel lightmap: Difference between revisions

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== Multi-channel Lightmap ==
== Multi-channel Lightmap ==
[[File:Blend3a.jpg|thumb|Multi-channel lightmap tutorial]]
Setup your lighting scheme in Blender. This is what your cockpit or subject will look like when looking at it in the Material Viewport.
[[File:Blend2a.jpg|thumb|Multi-channel lightmap tutorial]]
Create the light sources you want to map (bake) in your blend. Create up to 4 per multi-channel light map.


[[File:Tutorial 01.jpg|thumb|Tutorial on creating a 4-channel lightmap for FlightGear using Blender and Gimp]]
[[File:Tutorial 01.jpg|thumb|Tutorial on creating a 4-channel lightmap for FlightGear using Blender and Gimp]]
Using Blender, make a copy of your blend to use for the lightmap creation so as not to disturb the original.
Using Blender, make a copy of your blend to use for the lightmap creation so as not to disturb the original.
If you have other blends with objects that need to be included in the lightmap,
If you have other blends with objects that need to be included in the lightmap,
append then join all object that will be included in the final lightmap.
append then join all object that will be included in the final lightmap.
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. 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. This obviously can be a real challenge if using generic instruments.
[[File:Blend1a.jpg|thumb|Multi-channel lightmap tutorial]]


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. 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. 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.
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[[File:Tutorial 03.jpg|thumb|Tutorial on creating a 4-channel lightmap for FlightGear using Blender and Gimp]]
[[File:Tutorial 03.jpg|thumb|Tutorial on creating a 4-channel lightmap for FlightGear using Blender and Gimp]]
In the "World" tab select the effects you want Blender to add to the lightmap.
In the "World" tab select the effects you want Blender to add to the lightmap.
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.
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