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RTT: Render To Texture: workflow needed for assigning maps in matslots


nisus
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hi all,

 

I don't know how many of you are into Texture Baking (RTT). I'm just new to it and learning, but I find no way how to use the different output maps in a material... Basicly I got two questions

 

I.e. I can make lightpasses, shadowpasses,... but 1) where do I assign them (in the material)?? Heigth and AO passes are pretty ovious, so are the diffuse and the speculair. But 2) What is the best way to render the textures? a composite light/diff/shadow pass, or all seperate?

and following from that... What are the pros and cons?

 

I know people will say, it will depend on what you want to achieve with it, but that is the easy (avoiding the prob) answer. I would really like someone to explain me what CAN be done because I have no clue on what is possible now.

 

To make it a bit easier, I'm looking for a way to render animations (lowres) but also stills/images (highres) afterwards. I have a combination of lots of green (trees/shrubs), water, sky, glass etc... so a combination of baked and real is necessary.

 

Some ideas I got to render the frames FAST:

- Bake lighting (light/shadow and AO) use regular textures >> Hi-res textures (for the stills??)

- Bake lighting AND textures >> Lo-res textures (for the animation??)

- Bake AO and IL (indirect lighting) / render direct lighting only

- ...

 

I need regular materials for water and glass so I assume I still need a light (specular only) to get specs, not?

 

Any tips on workflow, techniques, etc. are most welcome.

 

rgds,

 

nisus

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lightmaps are used in real time renders... If you want to view them in your viewport you need to use the direct x 9 shader. For animations I think it's more useful to bake diffuse or complete maps. Not really sure why you want to bake a AO pass for your animation?

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