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Materials & UVs This section is dedicated to the material creations, UVs problems, etc.

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Old 21st May 2008, 15:50   #1 (permalink)
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LightMaps

Is it possible to create lightmap for model in carrara 6? like it's could be done in 3dmax (Sky light with cast shadows, render to texture -> lightmap)

help needed, thanks
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Old 21st May 2008, 16:38   #2 (permalink)
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do you mean a gel?

you can add a texture map to any light under the effects tab -> gel -> map

not sure if that is what you are looking for or not

edit: if you want to 'bake" the lighting onto the model then you could use "Baker"
it does light maps and normal maps
http://www.inagoni.com/content.php?content.3
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Old 21st May 2008, 16:45   #3 (permalink)
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i mean this:
"A lightmap is a 3D engine light data structure which contains the brightness of surfaces in a video game. Lightmaps are precomputed and used for static objects. Quake was the first computer game to use lightmaps to speed rendering while preventing floors from looking distorted. Before lightmaps were invented, 3D engines used Gouraud shading for the floors and walls which caused shimmering. The most common methods of lightmapping are to either precompute vertex lighting by using distance from each vertex to a light, or by using multitexturing to apply a second texture which contains the lumel data."
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Old 21st May 2008, 16:56   #4 (permalink)
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thats what Inagoni's "Baker" does...though I've never used it, so I don't know if it wil fit your needs.

from their web site:
" Baker can also bake lightmaps and normal maps: rendering time can be dramaticaly lowered by using these technics usually used in real time rendering applications. These maps are also very useful to enhance 3D characters modeled for video games. "
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Old 21st May 2008, 18:36   #5 (permalink)
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yes, thanks!
it's exactly what i need....

damn... 35 $ =)
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Old 22nd May 2008, 12:51   #6 (permalink)
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Baker works great, well worth the $35 and when you combine it with anything goos you get great worn procedural paint baked to a map for other progs or just a starting point for further tweeking in a paint prog.
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