Hi Mark,
> Just kidding, why should we poor users back-engineer RS when some of the > answers are already known by the Meskanens? Judging from the new V6 parts of > the manual and some nice new tuts, they do spend a lot of time on the docs, > so let's just hope they give priority to these two powertools... Kidding, too ;-) Maybe I'm more interested in forwarding other tools ;-p > > > (Somelast notes: Maybe the "object is black after baking ...." > > is a OGL bug and not a UVimage tool bug, simply close and reopen the scene > > ;-) > > and maybe illumination baking ignores camera flashlights, > > so better use an ambient light instead of camera flash light in the scene, > > and ... > > was this to cruel: http://the-final.com/rs/OGL-no-lights-no-VSL.jpg ) > > > > Matthias > > > > > That distortion was cruel ;) > Actually, for the pano OGL project I also used an Ambient light to make the > realtime colors visible. I would be more straightforward to use Illumination > and set Color to black, like when raytracing; you're right, the OGL engine > is hampered, but that doesn't mean that UVImage is 100% bugfree, alas... > Maybe one last attempt to first assign decent UV coords to a reasonably > complex SDS object with the Map2Obj tool, do some unwrapping if necessary > (never tried that yet!) and then try some more baking with UVImage... and > have a close look at the MultiUV feature. > I never said: The UV-image tool is 100% bugfree. But the UVimage tool can only work as exspected if the UV-coordsys is perfect. And in the special case of SDS, the interpolation must be perfect, too. I've tried the SDS-UV in many directions on many objects. The most important "bug" is in my opinion that there is no "pelt mapping" like interpolation on the edges, if you have "open" UVs/MultiUVs. That's why per face can give strange results. Think around the corner: Try baking on a Z-Brush (or C4d) imported object, with "per face UVs". Kidding again: Hmmmm, was it me, loooooong time ago, with the multi UV head scene (RS4.5) ;-? Matthias
