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Author Topic: Baking 3D Lighting  (Read 4368 times)

lainz

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Baking 3D Lighting
« on: April 27, 2015, 01:24:08 am »
Hi, I recently discovered that Ligthing can be 'Baked' in Blender 3D Cycles render engine.

The point is, get all the lighting and put it with the textures in a new texture and then put it back with the uv.

So, it will render a lot of times faster because there is no light calculation. Just put a texture with previously generated illumination.

This is possible in BGRABitmap? To get te lighting from the rendered 3d, save as texture and then render it?

Or, just using the baked texture from blender render a simple 3d object with no lights?

Maybe I not explain it very well, there are a lot of videos in youtube
https://www.youtube.com/results?search_query=bake+blender+cycles

circular

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Re: Baking 3D Lighting
« Reply #1 on: April 27, 2015, 01:53:34 am »
That's an interesting idea. Well, no, it is not directly possible for now.

That could make rendering faster.
Conscience is the debugger of the mind

lainz

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Re: Baking 3D Lighting
« Reply #2 on: April 27, 2015, 03:58:30 am »
Ok it was just a curiosity. Don't worry about that!

User137

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Re: Baking 3D Lighting
« Reply #3 on: April 27, 2015, 10:42:46 am »
You cannot extract luminocity from already rendered image, it has to be created by the modelling software. But if you have a lightmap from same camera angle as the rendered image (without light), you can use BGRA or whatever to add-blend the lights on top of it.

circular

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Re: Baking 3D Lighting
« Reply #4 on: April 27, 2015, 12:37:54 pm »
Well it would be possible to do it by going through the textures and the location of each pixel in 3D, from there compute the lighting and then apply to the pixel.

The drawbacks I see however is that there would be much more textures (you cannot reuse them at different locations) and that this would be possible only for fixed landscape.
Conscience is the debugger of the mind

lainz

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Re: Baking 3D Lighting
« Reply #5 on: April 27, 2015, 01:46:15 pm »
I know that cycles renders with layers (shadows, uv, emit, difuse...) and then combines all into the final render, it not only renders the visible camera, it renders all the lighting around the mesh.

Of course the look is not the same if you have different materials that looks different with different positions as you can see in this video https://www.youtube.com/watch?v=No2xdcW-Vxg

vfclists

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Re: Baking 3D Lighting
« Reply #6 on: April 27, 2015, 02:09:51 pm »
That's an interesting idea. Well, no, it is not directly possible for now.

That could make rendering faster.

@circular - Have you changed your user name? You have a high post count but I can't recollect that many posts from you.
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circular

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Re: Baking 3D Lighting
« Reply #7 on: April 27, 2015, 02:23:24 pm »
I know that cycles renders with layers (shadows, uv, emit, difuse...) and then combines all into the final render, it not only renders the visible camera, it renders all the lighting around the mesh.

Of course the look is not the same if you have different materials that looks different with different positions as you can see in this video https://www.youtube.com/watch?v=No2xdcW-Vxg
Ah yes I understand. It is the specular light, i.e. reflection of the light that looks different from different angles.

I guess it is most useful with shadows. Because those cannot be computed in real time quickly enough.

@vcflists: no I haven't changed my name. Maybe you don't see me much because I essentially post in Graphics threads.
Conscience is the debugger of the mind

 

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