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This documentation is intended to be a step by step guide to produce lightmaps for FlightGear using Blender and Gimp. It is not intended to be a comprehensive tutorial on the use of Blender or Gimp, just enough to get the job done. Anyone with expert skill in either Blender or Gimp is more than welcome to add to this guide with more details, techniques and tricks. | This documentation is intended to be a step by step guide to produce lightmaps for FlightGear using Blender and Gimp. It is not intended to be a comprehensive tutorial on the use of Blender or Gimp, just enough to get the job done. Anyone with expert skill in either Blender or Gimp is more than welcome to add to this guide with more details, techniques and tricks. | ||
[[File:Blend3a.jpg|thumb| | [[File:Blend3a.jpg|thumb|Lighting Scheme]] | ||
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[[File:Tutorial 01.jpg|thumb| | [[File:Tutorial 01.jpg|thumb|Selecting object to map in the blend]] | ||
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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:Blend1a.jpg|thumb| | [[File:Blend1a.jpg|thumb|Create an image to bake to]] | ||
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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:Tutorial 02.jpg|thumb| | [[File:Tutorial 02.jpg|thumb|Uncheck applied texture]] | ||
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# 2) Make sure you have only the light source or sources you want in this lightmap active. | # 2) 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. | # 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. | |||
[[File:Blend5a.jpg|thumb|Multi-channel lightmap]] | [[File:Blend5a.jpg|thumb|Multi-channel lightmap]] | ||
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