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View Full Version : How to bake SLA shaders?


Iggy
09-23-2003, 12:32 PM
I have a scene that could really use an SLA procedural but I can't afford the long rendertimes that it brings along with it. Is there a way to bake the texture for quicker rendering? I thought I'd seen references to that before but can't find it now. Assuming it is possible, how do you pick the level of detail for the baking?? All help appreciated...

Essania
09-23-2003, 12:41 PM
I guess you've already try with the Baker plug.

I didn't :-)

But it would be nice to have a tip.

Iggy
09-23-2003, 01:09 PM
Ah yes, Baker looks like just what I was looking for. Haven't tried it yet, but I think it'll do the job. To think I've been avoiding procedurals because of the render times!! I had no idea I could do this! Thanks for pointing it out.

For those who need it, you can find it here at the Plugin Cafe (http://www.plugincafe.com/download_browse.asp?type=PLUGIN&version=7303).

AdamT
09-23-2003, 01:33 PM
One tip for Baker: make sure you have no overlapping UVs. Otherwise the results will be unuseable.

sad
09-23-2003, 02:08 PM
using baker correctly is not an easy task!:thumbsdow

3d-slas can only be baked with the option 'composite'. all other options must be de-selected. 2d-slas can be baked with any option.

to get a even brightness, you should create an environment object with 100% brightness. shut down the automatic lighting option in the render settings and disable all lights.

the pixel-buffer setting creates thicker textures: the contour of the objects outlines can be corrected. this helps not to get thin lines without textures on object borders.:rolleyes: complicated explanation....

bodypaint-users can avoid overlapping uvws by the use of optimal mapping.

it is necessary to use objects as parts of a model. e.g. if you have a tray and you made it with booleans and convert it afterwards, the uvws are overlapping.

i hope this helps a bit.:wavey:

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