Hi _rob,
I did use screenshots from orthographic
cameras aligned to the size of the texturesupports.
(I created a square grid,a axis projection, then later
connected the actual geometry to the respective axis
and it's support).
The advantage is everything lined up pretty o.k.
(at least in proportion), allowing multiple screenshots,
textured, shaded, with shadow, wireframe on shaded to
align things over the planar projected UV's\textureimage.
Added a constant|AO pass ontop for eaqch axis and called
it a wrap by combining OGLshaded with shadow multed with
the AO and everything overlayed with the (greybasemat)
shaded with shadow screenshot.
Gave a nice consolegame look,gently hidding most of the
otherwise unacceptable jaggies and seams I couldn't fix
in time. It looked good enough for a two, three days demo
of what can be brought over to *.x3d in a reasonable time
to plan a set or angles. the guys at university liked it.
That done, I'm glad to have the screenshots now for getting
more inspiration and colorvariances in my final, cleanly
set up and unwrapped objects\textures. Yes, will redo it...
Thanks again for lending a hand and sharing ideas,
Cheers
tim
P.S. I\m writing this on a MAC laptop, ouch...
-------- Original-Nachricht --------
Datum: Thu, 2 Nov 2006 10:15:34 -0500
Von: "Robert Moodie" <robertm(at)hybride.com>
An: XSI(at)Softimage.COM
Betreff: Re: baking OGL textured/lit view to texture?
> Is the camera moving?
> Any object animation?
> Is it a sequence?
> How big do you need it to be?
>
> Have you thought about using a non-mr (i.e OGL) render and just camera
> projecting it back?
> If size is not an issue you could even just do print screen
>
> If you apply a material to a partition you could use the image (or image
> sequence) as projection on all the objects...
>
>
>
>
>
> ----- Original Message -----
> From: "Tim Leydecker" <BauerOink(at)gmx.de>
> To: <XSI(at)Softimage.COM>
> Sent: Wednesday, November 01, 2006 8:58 PM
> Subject: Re: baking OGL textured/lit view to texture?
>
>
> Hi guys,
>
> thanks for providing ideas. I had looked into using the
> rendermap property but can´t find a "low quality toggle"
> or something similar.
>
> The problem I have is that I want the look of the scene
> (textured, Display Options set to Realtimeshaders/OGL
> shadows enabled, 2048 P-Buffer, Ambience tinted sepia)
> as crude as it is, ignoring jaggies, rendermapped to textures.
>
> If I rendermap I get different lighting (including FG if activated).
> Bascially, I´d have to deactivate all arealights, set all lights to
> shadowmap, deactivate FG, fiddle with shadowmapresolutions
> and still don´t get exactly the same result. I need that crude look
> because it looks great by luck and would be cool to paint over
> and layer over my basetexture in photoshop.
>
> I create a lightmap on a 100% reflective sphere centered on set
> everytime I do a render/renderregion btw, great to see everything
> else out of cache otherwise, keep some of these lightmaps for
> documenting my progress, too. On-the-fly panoramas, so to say.
>
> I´ll keep the animated texture sequence idea in memory, been
> looking for a way to split static and animated lights (slightly
> animating sunlight/lightbeams) anyway. Sound good for a nice loop.
>
> Cheers
>
> tim
>
>
> ----- Original Message -----
> From: "Andy Jones" <andy(at)thefront.com>
> To: <XSI(at)Softimage.COM>
> Sent: Thursday, November 02, 2006 2:38 AM
> Subject: Re: baking OGL textured/lit view to texture?
>
>
> > Or lightmap if you need sequences. This is actually really cool -- you
> > can get shadows and all sorts of sweet effects animating along in your
> > viewport. Of course, it's a little time-consuming compared to a single
> > frame and makes updates slower.
> >
> > -Andy
> >
> > Joe Laffey wrote:
> >
> >> On Thu, 2 Nov 2006, Tim Leydecker wrote:
> >>
> >>> Hi guys,
> >>>
> >>> I´ve a room textured and lit using several spots
> >>> and viewportdisplay set to textured w/OGL shadows.
> >>>
> >>> I´d like to bake that to texture, e.g. not render with
> >>> all bells and whistles but get exactly the same look
> >>> as seen in the viewport as a map.
> >>>
> >>> How?
> >>
> >>
> >> Reendermap?
> >>
> >>
> >> --
> >> Joe Laffey | Visual Effects for Film and Video
> >> LAFFEY Computer Imaging | -------------------------------------
> >> St. Louis, MO | Show Reel http://LAFFEY.tv/?e03343
> >> USA | -------------------------------------
> >> . | -*- Digital Fusion Plugins -*-
> >>
> --------------------------------------------------------------------------
> >>
> >> Mail here will be rejected --> "Real Trap" <r_trap(at)laffeycomputer.com>
> >
> >
> >
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