![]() ![]() I didn't notice any great change when I was testing it last year. I doubt the diagonal baking has been improved though. ![]() I am in 2.78c since the newer version did SO not work for me ^^. The newer version of Blender MIGHT be better, but there have been a variety of bugs (no way they are 'features') for a long while that haven't been address - so I suspect not. Looking at the report on 2.8 I see at least two things that will help us SL folks but nothing about the really bad diagonal bakes.ĪGREED but those of us that need bakes seem to be in the minority. I am in 2.78C since the newer version didn't work for me at all (many features that I use all the time would no longer work). There should be a feature request to the Blender Devs for a baking improvement to cover this suggestions for manual post processing is the best way to go, at this point. Well i knew you were working on it from the thread you mention in your post, but i didn't know how it turned out for you. I am guessing though that after it is resized and uploaded that you won't see the pixelation. That of course doesn't help with the pattern you are trying to reproduce. In that case I soften the edges AFTER baking in my graphics program. But sometimes you will just have angles - no way around it. One thing you can do in general (this for folks reading this thread later) is to make what you can linear since Blender does a really awful job with pixelation on angles. You COULD perhaps make the piece bigger? I am not advocating that really as I doubt you would see much difference after upload. Since we can only see a portion of the bake it is hard to tell how much of the texture plane it takes up. ![]() If you try and upload a 2048 texture the uploader compresses to 1024 and not all that well (so resize before uploading). Note that your texture will be COMPRESSED again on upload (imagine you know that) making it softer yet again. You can try different compressions and sharpenings and hopefully get something you will be happy with. This will automatically reduce some of that pixelation. Since the largest size you can upload to SL is a 1024, you will need to resize in a graphics program. So 512 - 1024 - 2048 are usually recommended. You baked to an odd size which MIGHT have made the problem worse. Other thoughts but really I think you did as good as you can do. I have ALMOST made something akin to what I call a "Maya bake" - that lovely mouthwatering look with the soft shading, but I know I will likely never get things as good looking as they could be in Maya. There are things that Blender just doesn't do as well as the high priced alternatives and this is one of them. The bottom line was that I tried all their much appreciated suggestions. You can likely find that thread searching for something like "blender bake jagged edges" or the like. They used more industry standard software so they didn't exactly know the answer but they found areas in Blender that corresponded to what would fix things in their programs. ![]() The latter option is used for modern games to make models seem realistic.Maya is "the" 3D modeling program :D, so no the problem is within Blender.Ī couple of very nice folks tried to help me fix this issue. The former option is used for older games and isn't used much in recent games where dynamic shadows are popular. In the second case you're baking soft, fairly spread out lighting into an object which is going to be moving around, and may well be dynamically lit (including having real-time shadows rendered into it). In the first case you're essentially baking quite harsh, directional lighting into a piece of terrain which isn't going to move around (much). The other odd thing is that you're baking a pool ball, which is likely to move around and look wrong (with static shadows burned into it.) For games there's two distinct uses for baking (that I know of, there are probably others):ġ) Producing shadow detail for terrains or buildings - stuff that doesn't move aroundĢ) To bake more realistic lighting into models to be used in addition to dynamic lighting. I think if you're trying to make a useful tutorial it's worth showing how to merge multiple objects using "import children" so that a complex mesh can have a single baked color / light map. ![]()
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