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Re-wrote normal baking inverting.

mitm 7 gadi atpakaļ
vecāks
revīzija
68e41b4838
1 mainītis faili ar 27 papildinājumiem un 18 dzēšanām
  1. 27 18
      src/docs/asciidoc/jme3/external/blender.adoc

+ 27 - 18
src/docs/asciidoc/jme3/external/blender.adoc

@@ -201,6 +201,8 @@ image::jme3/external/monkeyprev1.png[monkkeyprev1.png,width="50%",height=""]
 .  In the `UV Image Editor`, click the btn:[New]  button.
 ..  Change the name to something like "`monkey_bump`".
 ..  Optionally, change the `Generated Type` to "`UV Grid`".
+..  Uncheck:
+** [ ] 32 Bit
 ..  Click btn:[OK] when ready.
 .  From the `File` header at the top of the `UV Image Editor`, click the btn:[Choose Screen layout] button and select "`Default`".
 .  With your mouse inside the `3D View`, tab into `Object Mode`.
@@ -212,7 +214,7 @@ image::jme3/external/4.gif[4.gif,width="300",height=""]
 IMPORTANT: Remember! The actual preview affects the baking output and mesh export!
 --
 
-.  Navigate back to the `UV Image Editing` layout and save your image by selecting `menu:Image*[Save As]` from the `UV Image Editor` header.
+.  Navigate back to the `UV Editing` layout and save your image by selecting `menu:Image*[Save As]` from the `UV Image Editor` header.
 
 TIP: The asterisk kbd:[*] next to the `Image` menu item means the image has not yet been saved.
 
@@ -222,9 +224,8 @@ image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
 This second method produces the best results by far:
 
 .Method 2
-.  Uncheck:
-**  [ ] Bake from Multires
-.  Switch to object mode.
+.  Follow the steps for "`Method 1`" but before baking, uncheck:
+** [ ] Bake from Multires
 .  Make a copy of your mesh (kbd:[SHIFT]+kbd:[D]).
 .  Remove the Multires modifier from the copied model.
 .  Remove any materials from the copied model.
@@ -239,11 +240,17 @@ This second method produces the best results by far:
 ..  check:
 ** [x] Selected to Active
 ..  Use a reasonably high value for "`Margin`" (4+ pixels at least for 1024x1024 maps).
-.  Bake and don't forget to save the normal map image.
+.  Bake and don't forget to save the `Normal` map image.
 
-[WARNING]
+[IMPORTANT]
 ====
-Be careful: in the Outliner the camera symbol (Restrict Render) must be on!
+Keep in mind that when you duplicate the model, you are also duplicating its UV mapping. What this means is your "HiPoly" model and "`LowPoly`" model are both assigned to an image.
+
+If you ever see this error:
+
+"No objects or images found to bake to"
+
+You are either missing the image for the "LowPoly" model, or in the Outliner, the camera symbol (Restrict Render) is off (grayed out).
 ====
 
 .Normal map from Method 2
@@ -260,22 +267,24 @@ The difference between them is that the green channel is inverted. One would exp
 
 Because of this, you need to fix the colors to prepare the normal map for using it with the JME Lighting Material. You should only have to invert the green channel, the red and blue channels should stay unchanged. The curve for the red and blue channels should go from bottom left to top right, the green from top left to bottom right.
 
-To do this, go to the Blender Node Window
+To do this after baking, in the "`UV Editing`" layout, from the "`UV Image Editor`" header select `menu:Image[Invert>Invert Green Channel]`. Don't forget to save the `Normal` map image (monkey_bump_invert for example) after inverting.
 
-*  Here is a `Blender Node` example. It fixes the normal colors:
-+
-image::jme3/external/monkey_nodes_invert.png[monkey_nodes_invert.png,width="50%",height=""]
+//To do this, go to the Blender Node Window
 
-NOTE: The output file will be saved to a sub-folder that will be created inside the `Base Path` folder you choose for the `File Output` node.
+//*  Here is a `Blender Node` example. It fixes the normal colors:
+//+
+//image::jme3/external/monkey_nodes_invert.png[monkey_nodes_invert.png,width="50%",height=""]
 
-*  Here are the colors configuration:
-+
-image::jme3/external/monkey_node_curve.png[monkey_node_curve.png,width="50%",height=""]
+//NOTE: The output file will be saved to a sub-folder that will be created inside the `Base Path` folder you choose for the `File Output` node.
 
-NOTE: You only need the one `RGB Curves` node. The three shown here are just for demonstration purposes.
+//*  Here are the colors configuration:
+//+
+//image::jme3/external/monkey_node_curve.png[monkey_node_curve.png,width="50%",height=""]
+
+//NOTE: You only need the one `RGB Curves` node. The three shown here are just for demonstration purposes.
+
+//*  After rendering (kbd:[F12] ), save the file to a destination you want and use it with the JME Lighting Material and the "`LowPoly`" version of the model.
 
-*  After rendering (kbd:[F12] ), save the file to a destination you want and use it with the JME Lighting Material and the "`LowPoly`" version of the model.
-+
 .Normal map invert results (Method 2 example)
 image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]