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 Post subject: Pre Rendered textures ?
PostPosted: 04.09.2008, 14:59 
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Joined: 21.08.2008, 11:44
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I'm n00b and don't have enough knowledge about texturing.
As you know most of the games for increasing fps are using prerendered textures.I don't know how to make and where to use them :?:

Any ideas, techniques, trix and helps about texturing are welcome :wink:
[I'm using Blender]


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PostPosted: 04.09.2008, 15:35 
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Joined: 13.11.2007, 11:07
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Location: Germany
I don't exactly know what you mean. Do you want to render the screen to a texture? Or do you want to create procedural calculated textures?


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PostPosted: 04.09.2008, 18:24 
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If you look at this picture you see that they didn't use realtime shadow and lighting on the stones, trees and ...

I want to know how to build those textures


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PostPosted: 04.09.2008, 18:31 
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You can either use RTT for rendering the rocks onto a texture or just render them in the graphics program of your choice and save them as normal textures. For this I'd do the latter, ingame when you use impostors you often just render them onto a texture from the current camera position or with an orthogonal camera and use that.


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PostPosted: 04.09.2008, 20:29 
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Joined: 22.11.2007, 17:05
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Siavash wrote:
If you look at this picture you see that they didn't use realtime shadow and lighting on the stones, trees and ...
If you dial the quality settings all the way up, you will see that they are using dynamic lighting, but the main light has a very sharp falloff.

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PostPosted: 05.09.2008, 01:23 
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Joined: 08.11.2006, 03:10
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Location: Australia
These kinds of pre-rendered (also called "Baked") textures are usually created by the artist in the modelling program (e.g. 3D studio max).


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PostPosted: 05.09.2008, 05:39 
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DarkAngel wrote:
These kinds of pre-rendered (also called "Baked") textures are usually created by the artist in the modelling program (e.g. 3D studio max).


Blender features Baking too, but as you know most of the tutorials and learning resources are outdated or not complete (WikiBooks - Blender 3D: Noob to Pro)


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PostPosted: 05.09.2008, 12:28 
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I think using UVmaps is the only way.It's a bit hard and you must create textures manually but gives better results at last :roll:


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PostPosted: 05.09.2008, 13:26 
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Joined: 22.08.2008, 14:59
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I would prefer bakeing the textures at loading time by using an own implementation and not using a 3D-Program like Blender or Lightwave to bake it.
Because I guess it will use allot of diskspace when you want use larger scenes?? Of cause this depends on texture size. Also prerendered textures are easier to make and can have better quality but I still would prefer generating it at loading time if possible.


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PostPosted: 05.09.2008, 13:36 
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Sniper wrote:
I would prefer bakeing the textures at loading time by using an own implementation and not using a 3D-Program like Blender or Lightwave to bake it.
That means implementing a complete lighting solution on your own - the plus side is that you can implement true global illumination, etc. with no performance hit, the downside is that all your lighting will be static.

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Because I guess it will use allot of diskspace when you want use larger scenes?? Of cause this depends on texture size. Also prerendered textures are easier to make and can have better quality but I still would prefer generating it at loading time if possible.
That depends how the level is setup. If you are tiling textures, then yes, you will have to switch to unique texturing, if you are already using unique texturing, it wont take any more space.

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PostPosted: 05.09.2008, 14:09 
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Sniper wrote:
I would prefer bakeing the textures at loading time by using an own implementation and not using a 3D-Program like Blender or Lightwave to bake it.


Then how to bake textures at loading time :?:
Is it possible to assign shaders at runtime to them to avoid static lighting :?:


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PostPosted: 05.09.2008, 14:19 
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Joined: 23.04.2008, 14:42
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Siavash wrote:
Is it possible to assign shaders at runtime to them to avoid static lighting :?:


See this page: http://wiki.blender.org/index.php/Manual/Render_Bake

And read this book: http://www.amazon.com/3D-Game-Environme ... 752&sr=8-1


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PostPosted: 05.09.2008, 14:50 
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swiftcoder wrote:
That means implementing a complete lighting solution on your own - the plus side is that you can implement true global illumination, etc. with no performance hit, the downside is that all your lighting will be static.

Yes thats true. I did'nt said that this is an easy job...
Anyway if you use small scenes simply use unique precalculated textures .. I won't make much difference and is simple to implement. Or use dynamic lightning all the time :wink:

Well I'm not a PC 3D specialist .. I coded more stuff on much slower machines where dynamic lightning is very limited and only some MB RAM and not some GB. So mostly I used 64x64 or 256x256 textures 256cols which does not take that much memory.


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PostPosted: 05.09.2008, 15:19 
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gunnar wrote:
Siavash wrote:
Is it possible to assign shaders at runtime to them to avoid static lighting :?:


See this page: http://wiki.blender.org/index.php/Manual/Render_Bake

And read this book: http://www.amazon.com/3D-Game-Environme ... 752&sr=8-1


Here is a good tutorial about UV mapping with Blender for n00bs 8)


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PostPosted: 10.09.2008, 09:07 
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Joined: 11.06.2008, 10:34
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If your geometry is using UV tiled textures, you could asign a second unique UV map for a pre-baked AO pass for instance.

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