Hi, I want to bake in 3d Max and vray a lightmap of all the objects of the scene, (a total of 438 ). But I couldn't imagine that it would be such a headache..
The first problem I find is that I can't open the unwrap modifier as they are too many objects.
But not only I can not make the unwrap, I also have realised that even if I can, I wouldn't be able to render one lightmap because RTT only can bake a texture per object..
So I can only think in 2 options:
- Attach all the object in one unique so I can unwrap and bake it, which means to lose some modifiers, instances, etc, and of course a lot of work and time wasted detaching them again.
- Use flatiron but unfortunately this option is very expensive for me.
Is there any other script, or trick that I don't know about? Are these the only options I have?
I am thinking in some sort of script that could attach keeping the information from the original object so it can be restored after unwrapping and baking.
Is there anything similar?
Replies
I am not worried about doing the packing and unwrap in 3d max, I know how to do a proper one, using texel density with textools and pack afterwards, you can get a good UV for lightmap.
Anyway I know the lightmap unwrap option in Blender and I agree with you that is quite good getting an automated UV.
But export to other program will only give me more headaches in my workflow. Besides I would lose the smoothing groups if I export to blender. I don't know how you did export but AFAIK with the obj format you can only have 1 UV channel.
Regardless I'm using FBX in my content pipeline which supports multiple UV channels.
Good luck.
This bakes multiple maps and combine them afterwards. You'd better not use a big padding as it will overlap. But as the alpha is saved, you can still apply a dilatation with xormal filter in photoshop.
I think this way is preferable compare to a script that would combine the objects, detach while keeping the pivot informations, etc...
baking normal maps and I couldn't find anything like this. Thanks for the contribution
But I don't believe that it will be useful in my case, because the combine maps process
is made afterwards, so I would have the same problem as with RTT, It will make 438
renders of Global illumination, one each per object in the scene. I can not afford
this.
I think I'm condemned to attach the objects..
Jameswild I didn't realised that you werent working with 3dmax. Thanx anyway for the idea
I've found a script that could be interesting for detaching automatically:
http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id
Not a solution at all, but better than nothing.
I don't know if autodesk has fixed this problem with RTT in the last versions of Max, but I think it should be improved because it's a important handicap in the workflow for videogames.
Thanx anyway:)