Danny
09-06-2006 15:04:59
Sorry by my english but is not good, I hope that they understand to me.
I have a scene with several objects. My problem is to make Baker and the texture of all mesh attached and turn it to ogre material. I separate the channels for Baker and the texture, but the result is not the same one if I does it separately. Thanks
Lioric
09-06-2006 16:48:14
Can you post a screenshot of your issue? so we can better see it and help you
Are you using upgraded to Ogre materials or shell materials?
In what channel is the light/shadow map? the channel 3?
Danny
10-06-2006 14:23:27
Lioric
10-06-2006 16:48:00
I will review you scene as soon as possible
Test by changing the texture coordinate channel of the lightmap(s) to channel 1, they should not be in the same channel as the diffuse texture
I havent use final render, but I have played with Ofusion and lightmaps.
Map channel 0 in ofusion is map channel 1 in 3dsmax, so if you lightmap to channel UV channel 2 in Max, you need to set your lightmap texture unit to 1 in ofusion.
This might not be the problem your having. I assumed that the differing UV channel was for the convenience of coding with Ogre. So I never mentioned it before.
Danny
11-06-2006 09:07:37
Thanks for all.
At first I supposed the one of the channels of maps. I tried with cannal 0 for the map and cannal 2 for lightmap. And the result is the same one that you can see in the Screenshot. Another question that I have is: How are the option is more advisable in Blend for lightmap.
not sure what your trying to say in your last sentence Danny, but if your trying to get a bright sunlit look in your scene like the original final render image.
I would recommend using the modulate2x blendmode on your lightmap. This makes the shadows richer and have more depth, and bring out the lit areas providing a pleasant synny glow not unlike HDR.
Unfortunately Ofusion doesn't support the extended texture blend modes so you have to edit the .material file for your lightmapped scene.
modulate_x2
Multiply source1 and source2 together, then by 2 (brightening).
to see all the extended blendmodes for texture units check out:
http://www.ogre3d.org/docs/manual/manual_17.html#SEC61
You may have to tweak the value of your lightmap to get the right result, by adjusting the value of the image, but you can get a far brighter, richer look than a straight blend with emissive
Danny
13-06-2006 08:43:01
Now I´m trying to do what you say. I trying with a resolution of the textures greater of the one than it had and the result is better.
As soon as it can I send to you screen.
This is the latest
http://www.nivel21.net/temp/giscreenshot2.jpg
We see ourselves soon and thanks for all.