Hi, Regarding more options for what to bake, it should just support baking any render pass, this is not even hard to add.
Having bake layers automates things more but still does not solve the problem that you can't use the same material for baking and rendering (or running in the game engine), and so you're constantly switching between the two or changing textures. A possible solution would be a bake node, which has a color input and output, and an image. When baking, this node would read the input and write to the image. When rendering, it would ignore the input and read from the image. That's just a rough idea, and integrating it nicely poses a number of problems .. but ideally you would be able to set something up and then re-bake the whole scene with a single button press. For example, think of how normal or displacement map baking could be made simple if you would just have to set it up in the material and press bake. That's not covered by a bake node but could be solved in a similar way, by specifying as part of the material what is baked. Brecht. On Tue, Mar 23, 2010 at 5:07 PM, Wahooney <[email protected]> wrote: > I've written out some proposed ideas for texture baking in 2.5: > > http://wiki.blender.org/index.php/User:Wahooney_re/Baking_Ideas > > If anyone wants some GSOC ideas these might be handy, although some more > ideas should probably be added to make it more substantial, as this > might not take a developer that long to implement. > > Keith > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
