26th May 2010, 09:27 PM | #21 | |
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Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
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Re: PLUGIN: Render to Texture: Light Maps, Normal Maps, AO
Quote:
The good news is that sculpties already meet the texturing requirements. Anything that is a sculpty can have a lightmap rendered without needing to change the UV map. Incidentally, if you really need the texture resolution you can fake multipass in SL with two prims as long as your prim does not use alpha mapping. (otherwise you will get z-sort errors.) Create your prim, then create a second ever-so-slightly larger version. I recommend using the displacement mapper to make the slightly bigger one. Place both in the same spot, and put the lightmap on the larger prim. Make sure to convert your lightmap to an alpha map first by creating an all-black texture in your paint program, then importing the lightmap into the alpha channel. Set the repeat on the lightmapped prim to 1, and set the repeat on your "detail" prim to whatever you like. I know it's cheesy, but it works better than you'd think. A lot of the furniture artists do this for ground shadows. If you go to the Avnet museum, there are shadows all over the place in there that are done this way. Otherwise, the simple answer is to use a larger texture. I know, not ideal, but it gets the job done until we get real UV mapping and poly models in SL which will let people build objects a lot more memory efficiently. |
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