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hano
11-15-2005, 04:41 PM
I've been playing with blenders rendering a bit and it's very new to me but I have a question about using the render in terms of texture mapping.

Lets say I have a model that has bullet holes/scratches (or curves) that are modeled into the mesh, I haven't "painted" the bullet holes on a texture but it actually has a hole in the mesh.

Now if I choose a material and say a certain amount of reflectivity/mirroring (ie:very glossy paint) the bullet holes/scratches and whatever else show up in the Render reflected/shadowed/shaded correctly.

Is there a way to turn this into a flat texture map?

BrianH
11-15-2005, 05:59 PM
hano,

What you are refering to is called Texture Baking, and I don't believe Blender has the capability to do this yet. I do know that 3D Studio Max has this capability as I have had several friends do this for me. I don't know how well the raytracing will bake though.

Trident_2K5
11-15-2005, 06:21 PM
hano,

What you are refering to is called Texture Baking, and I don't believe Blender has the capability to do this yet. I do know that 3D Studio Max has this capability as I have had several friends do this for me. I don't know how well the raytracing will bake though.

For arbitrary model no. :( For plane it is trivial :) and for cube/sphere might work through creartive use of envmaps.

scotths
11-15-2005, 08:47 PM
I haven't used it, but I have heard about this script:

http://www.alienhelpdesk.com/index.php?id=22

I'm sure this is the kind of thing that will eventally get folded into the standard build, and I have also heard of some more lengthy workarounds, but this might be worth trying. I bet someone else comes along in 5 minutes and offers a better solution.

~shs~

Apollux
11-15-2005, 09:09 PM
Is there a way to turn this into a flat texture map?

Yup, it is possible. Search on this very forum about "Texture Baking" and you' ll find a couple of post explaining how to do it.

Putting it on a nutshell, this is the process:

Define an UV Mapping for your model, even if you are not planning to use UV mapped textures.
Duplicate your model and set aside the original one, from now on all is done on the duplicate.
Increase the vertex count of the model untill you get a very dense mesh.
Transfer the shading onto the vexter colors... vertex colors now have stored a " 3D picture" of your model.
Apply a blank texture to the model.
Set the materials on the model so that the "3D picture" gets printed onto the blank texture.
Use any of the avilable UV Baking scripts available to permanetly transfer the vertex colors into the 2D texture.

In the end, what used to be the blank texture now has all the shaded infomation imprinted on it. Now you can load any 2D program and modify the image, re-apply it to the original model, etc. etc. etc.

The same technique is also usefull for creating those technicolor normal maps that have became so popular lately.

hano
11-15-2005, 09:53 PM
thanks so much, I appreciate it.

BrianH
11-15-2005, 09:58 PM
Hmm, I'm definitely adding this to my little black book of Blender knowledge.

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