Hersir Posted November 2, 2017 Share Posted November 2, 2017 Hi, I have static objects and static lights inside my scene sou it would make sense to bake them to save resources,, anyone have done it? is there some workflow to generate them from scene (in 3d max or other tool). Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 2, 2017 Share Posted November 2, 2017 It clearly makes sense!! Most of our demos on babylonjs.com use this technique I'm not a 3d artist but I remember it involved rendering the shadows into textures and using this texture in ambient channel (at least with 3dsmax) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 2, 2017 Share Posted November 2, 2017 It could be cool to get a doc on doc.babylonjs.com about how to setup this process in 3dsmax or blender Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted November 3, 2017 Share Posted November 3, 2017 Babylon toolkit will be available soon (a PR has been submitted). Can easily bake scenes... But be aware, there is an issue with baked shadows and ambient occlusion textures. If you have an ambient occlusion texture on an object's material, ITS SHADOW WILL NOT BE RENDERED. You have to remove ambient occlusion (FOR NOW... I think @Deltakosh is going to work on fixing that now that the latest toolkit has been submitted)... Paging @Deltakosh Example scene with baked shadows: Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted November 3, 2017 Share Posted November 3, 2017 Toolkit Ready Quote Link to comment Share on other sites More sharing options...
Hersir Posted November 3, 2017 Author Share Posted November 3, 2017 Thank you for answers, will try toolkit, if not will ask 3d designer to try to bake them in 3d max Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted November 3, 2017 Share Posted November 3, 2017 About technique for texture baking in 3D modelers, you will find tutorials on the Internet. About workflow I use, with .babylon files: usually I have a scene dedicated to 3D realtime, another to lighting meshes must have a dedicated channel non-tileable-UV for lightmaps (I call it UV2) I bake lighting information (excluding diffuse passes & co) in my 3D realtime scene, I put lightmaps to ambient texture material slot, assigned to UV2 channel (be sure that all objects having a same material shares also the same lightmap) when exported to BJS, usually I have to set scene ambientColor to white jod done (I've in mind to made a mini-tuto... one day... on my blog, about making a mini-scene from A to Z in Blender to BJS, including lightmap baking of course. It will be in french in first step, but I will translate it in english. I just have to take time to write it ) Hersir 1 Quote Link to comment Share on other sites More sharing options...
Pavel Posted July 17, 2018 Share Posted July 17, 2018 @MackeyK24, Can you provide simple scene with baked shadow maps or some instructions? Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted July 17, 2018 Share Posted July 17, 2018 I will try when I get a chance Quote Link to comment Share on other sites More sharing options...
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