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Rezz
08-06-2003, 05:54 AM
is there a way to put regular lights in a scene and have them baked into the vertex and light the objects that way? such as shadows etc. vs manually painting and cuting out the shape of every shadow for a video game level?

pyromania
08-06-2003, 06:19 AM
EDIT: Forget what I'm saying, I was thinking of lightmaps, not vertex color


Setup your lights and shadows the way you want, then apply a pure white material to the objects you want to bake shadows on. Now do the Convert to file textures for those objects. You should have your shadows on a white background now.
Now create a layerd texture material and apply your normal diffuse texture and then add the shadow texture on top of it. For the shadow texture set the Blend mode to Multiply and now the white parts will become transparent and the shadows will stay black. You can also adjust the Alpha for the shadow texture if you want the shadows lighter or somthing.

yinako
08-06-2003, 08:32 AM
use Mental ray bake vertex. some scripts on Highend to manage vertex colors so you don't have to re bake...

Rezz
08-06-2003, 07:26 PM
thanks for the info on lightmaps though pyromania :D

yinako: does it make perfect shadows? or just clusters of shadows on the object (meaning-if we had a spot light on an object it wouldn't take the shape of the object)

i'll check highend 3d for that script thanks for the heads up!

yinako
08-07-2003, 04:20 AM
No perfect shadow, shadows would come from placement of vertex(topology) on you mesh, ie those gets darkened.

Evenly spread veterx(patch topology) give good results. you could manually place vertex on the ground tighter around the base of your mesh, but thats a lot of work for many objects.

Rezz
08-08-2003, 08:28 PM
I see what you mean- I tried to find that script that can help the vertex lighting in highend 3D but with no luck >_< maybe they took it down? duno..

but I did find a tutorial on it on alias wavefront website ;however, we I did it my geometry didn't quite match the lighting and also there were some really dark squares that shouldn't be dark. (meaning infront of the field there is a long strip of quads in the middle of the feild that are pure black)

any idea?

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