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 Post subject: [Tutorial - 3D] Prelight
PostPosted: 06 May 2009, 22:43 
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[EN]

1. Select your sBody and hide unselected (or not like you want, with all parts we see all shadow!) First put a totally white material to the sBody .

Image

you can add to the scene a grey square plane. This will remove light coming from the bottom for more realistic lighting.

Image


2. Put a skylight above the sbody

Image


3. - Enable Light Tracer "rendering/Advanced Lighting/Ligth Tracer..." if required.
- Select your sBody
- choose "Rendering/Render To Texture/"
- Set padding to 8 (default 2) This will make the prelight jut out from wireframe like here:
Image

Image

- "add" /CompleteMap, select the way where save the file sBodyCompleteMap.tga, and Target Map Slot = Diffuse Color.

CompleteMap
Image

Target Map Slot : Diffuse Color
Image

- Select size (2048 is better but for test choose 256 :p)

5. Render :mrblue

Image

- Don't save what you get in the "rendered frame window" it's different of the rendered file in the step 3 :
U must use the file sBodyCompleteMap.tga ....
:l


6. Do the dds file in dxt1 and it's done ;)




--------------------------------------------------------------------------------------------------------------------------
[FR]

1. Sélectionner le sBody et cacher les parties non sélectionnées (ou pas avec toutes les partie on voit toutes les ombres).
Quote:
Perso, je laisse le reste de la voiture (dBody, roues et gBody) visibles pour avoir les ombres portées de ces dernières parties (genre rétros, poignées...)...



Image

Vous pouvez ajouter un plan gris en dessous pour éviter d'avoir les ombres qui viennent d'en dessous c'est plus réaliste.
Image



2. posez un skylight au dessus du sbody

Image


3. - Activer le Light Tracer "rendering/Advanced Lighting/Ligth Tracer..." si nécessaire.
- Sélectionner le sBody
- choisir "Rendering/Render To Texture/"
- padding 8 (defaut 2) pour que le prelight dépasse du wireframe comme cela :
Image

Image

- "add" /CompleteMap, choisir le chemin ou enregistrer le sBodyCompleteMap.tga, et Target Map Slot = Diffuse Color.

CompleteMap
Image

Target Map Slot : Diffuse Color
Image

- Sélectionner la taille de la texture : size (2048 c'est mieux mais pour tester choisir 256 :p)


5. Render :mrblue

Image

- Ne pas sauver l'image obtenue dans la fenetre de rendu elle est différente de celle enregistrée, utiliser le fichier sBodyCompleteMap.tga :l


6. Faire le dds file en dxt1 et voila ;)

bibigallaz wrote:
First put a totally white material to the sBody (Ambiant-Diffuse-specular = rgb(255,255,255))

Create a skylight wherever you want with those settings :
Image

Then I add to the scene a grey square plane (width=height=20 position : x=0 y=0 z=-5) This will remove light coming from the bottom for more realistic lighting.
Image

then select the "sBody" mesh.
Menu rendering -> Render to texture This will open a window with lots of settings...
Here are the settings I use for this:

Image
1 - Set padding to 8 (default 2) This will make the prelight jut out from wireframe like here:Image

Image
2 - press add->Complete map
3 - Select where to save your image of prelight: use TGA format (other formats seem not support padding) Don't save what you get in the "rendered frame window" it's different of the rendered file in the step 3 :
U must use the file sBodyCompleteMap.tga ....
4 - Select the right size !

Image
5 - We don't really need the baked material so check this !

Render and have a beer ! (It takes several minutes to calculate... about 15 min on my core 2 duo 6600. So maybe have a try with a 256x256 texture first)
Open your image in photoshop or gimp... TGA format is interesting because of the alpha layer. See example of what you can get from this with this psd file : http://www.mediafire.com/file/jt1yq23jjmi/HDSnowCar-DiffusePSD.zip

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 06 May 2009, 22:51 
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Et pour que ça déborde (pour éviter les traits des jonctions), y'a pas un truc à cocher ?

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 06 May 2009, 22:57 
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pour cela que je dis le background gris car pour moi la technique de cocher pour dépasser des uv ne marche pas :(

enfin mon tuto c'est surtout pour aider les nouveaux mais si il y a des choses à modifier ou rajouter hésitez pas ;)

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 06 May 2009, 23:24 
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Perso, je laisse le reste de la voiture (dBody, roues et gBody) visibles pour avoir les ombres portées de ces dernières parties (genre rétros, poignées...)...
J'utilise une couleur de diffuse blanche avec background noir et pas de problème de jonctions.

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 06 May 2009, 23:34 
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Sur la S5 et la RS4 importées de NFS, y'a aucun soucis de jonction parce que le prelight déborde du wireframe (par exemple).

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 06 May 2009, 23:49 
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Pour les jonctions je sais pas pourquoi j'ai ce problème du coup j'ai opté pour le gris au moins ça se voit pratiquement pas.


Quote:
Perso, je laisse le reste de la voiture (dBody, roues et gBody) visibles pour avoir les ombres portées de ces dernières parties (genre rétros, poignées...)...


mis à our avec cette info merci ;)

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 06 May 2009, 23:55 
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au hasard, "object to bake" edge padding ?

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 07 May 2009, 00:01 
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bin déjà coché chez moi et padding 2 :(

je me suis pris la tête la dernière fois sans résultat mais faudra que je reteste...

sujet abordé ici mais sans solution sauf pour le gris ^^
http://trackmania-carpark.com/forum/vie ... t=prelight

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 07 May 2009, 00:12 
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en plus je donne une autre réponce au pif :)
....

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 07 May 2009, 20:07 
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D'un coup je me sens moins seul... M'enfin ça résout pas le problème. :s

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 07 May 2009, 21:22 
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[EN] I'll show you how i do a prelight tomorrow. Here is a screen of the wire and the prelight i did for the snow car :
Image
As you can see the prelight jut out from wireframe...
[FR] Je vous montrerais ma méthode pour faire un prelight demain. Regardez sur l'image le prelight deborde bien par dessus le wireframe.

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 07 May 2009, 22:56 
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Voilà, exactement ce qu'il faut :mrblue . Plus besoin de doigter le modèle (et pas de vilain jeu de mots en disant que les photographes adorent ça lol ).

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 07 May 2009, 23:32 
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i've just follow every steps and i get the same result as bibigallaz. (exept i left black bg)
if it don't work for you, there is something wrong.

3dsmax7 demo here with default settings.

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 07 May 2009, 23:45 
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exactly the same for me it has always worked like that without any special settings :$

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 Post subject: Re: How to do a prelight ? / Comment faire un prelight ?
PostPosted: 08 May 2009, 01:20 
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First put a totally white material to the sBody (Ambiant-Diffuse-specular = rgb(255,255,255))

Create a skylight wherever you want with those settings :
Image

Then I add to the scene a grey square plane (width=height=20 position : x=0 y=0 z=-5) This will remove light coming from the bottom for more realistic lighting.
Image

then select the "sBody" mesh.
Menu rendering -> Render to texture This will open a window with lots of settings...
Here are the settings I use for this:

Image
1 - Set padding to 8 (default 2) This will make the prelight jut out from wireframe like here:Image

Image
2 - press add->Complete map
3 - Select where to save your image of prelight: use TGA format (other formats seem not support padding)
4 - Select the right size !

Image
5 - We don't really need the baked material so check this !

Render and have a beer ! (It takes several minutes to calculate... about 15 min on my core 2 duo 6600. So maybe have a try with a 256x256 texture first)
Open your image in photoshop or gimp... TGA format is interesting because of the alpha layer. See example of what you can get from this with this psd file : http://www.mediafire.com/file/jt1yq23jjmi/HDSnowCar-DiffusePSD.zip

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