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Cleaned up normal map baking examples.

mitm 7 years ago
parent
commit
fb8a891c21
1 changed files with 10 additions and 4 deletions
  1. 10 4
      src/docs/asciidoc/jme3/external/blender.adoc

+ 10 - 4
src/docs/asciidoc/jme3/external/blender.adoc

@@ -204,7 +204,7 @@ image::jme3/external/monkeyprev1.png[monkkeyprev1.png,width="50%",height=""]
 ..  Click btn:[OK] when ready.
 ..  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`".
 .  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`.
 .  With your mouse inside the `3D View`, tab into `Object Mode`.
-.  Now go into the Render Tab, and bake a `Normal` map using the same configuration as here:
+.  Now go into the `Render` tab, and bake a `Normal` map using the same configuration as here:
 +
 +
 --
 --
 image::jme3/external/4.gif[4.gif,width="300",height=""]
 image::jme3/external/4.gif[4.gif,width="300",height=""]
@@ -260,15 +260,19 @@ Because of this, you need to fix the colors to prepare the normal map for using
 
 
 To do this, go to the Blender Node Window
 To do this, go to the Blender Node Window
 
 
-*  Here is Blender Node example. It fixes the normal colors:
+*  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=""]
 image::jme3/external/monkey_nodes_invert.png[monkey_nodes_invert.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.
+
 *  Here are the colors configuration:
 *  Here are the colors configuration:
 +
 +
 image::jme3/external/monkey_node_curve.png[monkey_node_curve.png,width="50%",height=""]
 image::jme3/external/monkey_node_curve.png[monkey_node_curve.png,width="50%",height=""]
 
 
-*  After rendering, save the file to a destination you want and use it with the JME Lighting Material and the "`Lowpoly`" version of the model.
+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.
 +
 +
 image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
 image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
 
 
@@ -284,10 +288,12 @@ You can also use the SDK to invert the channel:
 .  When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
 .  When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
 ====
 ====
 
 
-This is what the final outcome of `Normal` map baking should produce for you.
+This is what the final outcome of `Normal` map baking should produce for you. A "`Lowpoly`" model that looks like it's a "`Highpoly`" model.
 
 
+.Method 2 Example
 image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
 image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
 
 
+
 === LightMap baking
 === LightMap baking
 
 
 The goal of this tutorial is to explain briefly how to bake light map in blender with a separate set of texture coordinates and then export a model using this map in jME3.
 The goal of this tutorial is to explain briefly how to bake light map in blender with a separate set of texture coordinates and then export a model using this map in jME3.