BatchBaker – DirtMap baker [Blender Addon]

Hi all.



Here is nother cool baking addon for baking dirt maps. Very useful thing for layer texturing (Overlay, Multiply modes).



Download: https://code.google.com/p/blender-addons-by-mifth/downloads/list



Example:

http://i.imgur.com/9JrDk.png

http://i.imgur.com/lnJNs.png



Video explanation:

http://www.youtube.com/watch?feature=player_embedded&v=EfcD3qJlZIA

1 Like

Wish I could bake “cleanmaps” on my room :wink: Thanks for adding this!

@normen, if you ever find a solution to that problem I wish you make it a plugin to the SDK :stuck_out_tongue:

Wow, really nice effect. Looks like something that would work very well with the likes of @thetoucher 's and @ceiphren 's games.

I think i will try to implement Overlay mode for lightMap. In the Lighting shader.



According to this:

Photoshop Blendmodi in GLSL | RenderingPipeline



@nehon what do you think about this?



white area will brighten…

gray area do nothing…

dark/black are will darken…

this will look like this:



http://img268.imageshack.us/img268/5274/finaloverlayblend.png

I dont exactly get it what does it do? Simulate where dirt would be on the object, and bake that into a map in the end, so I can use a shader to render dirt layers in?

@EmpirePhoenix said:
I dont exactly get it what does it do? Simulate where dirt would be on the object, and bake that into a map in the end, so I can use a shader to render dirt layers in?


just another way of lightmaps.. :)
@mifth said:
I think i will try to implement Overlay mode for lightMap. In the Lighting shader.

According to this:
http://renderingpipeline.com/2012/06/photoshop-blendmodi-glsl/

@nehon what do you think about this?

white area will brighten...
gray area do nothing...
dark/black are will darken...

I don't really get the point of the overlay thing...there is a lot of branching and the result just looks like plain modulate...

About the dirt map, can't it be baked into the colorMap?
@nehon said:
I don't really get the point of the overlay thing...there is a lot of branching and the result just looks like plain modulate...

About the dirt map, can't it be baked into the colorMap?


It seems dirt maps should be in the colorMap.

But i get pretty interesting evil effect with Overlay:
http://www.mediafire.com/view/?q3qsm01q33qsnui

Committed to lightBlow shader.

oh ok i see the difference, it does not mask bright areas. That’s nice.

Yet I would bake it into the diffuse map to avoid an extra texture fetch per pixel and the branching implied by the overlay calculation.

@nehon said:
oh ok i see the difference, it does not mask bright areas. That's nice.
Yet I would bake it into the diffuse map to avoid an extra texture fetch per pixel and the branching implied by the overlay calculation.


The extra texture fetch appears because of texture saturation. If it will be less saturated.. it will be ok... But anyway, good evil effect :)

Another screen: http://www.mediafire.com/view/?k8j3872f041uyu6

It will look exactly the same if baked onto diffuse map. I am not sure what you mean by texture saturation though.

Nevermind… it seems id did another useless thing :slight_smile:

You didn’t!! why not make the script generate random dirt by overlaying it in the diffuse map using the first UV set?

That’s would be very handy

@nehon said:
You didn't!! why not make the script generate random dirt by overlaying it in the diffuse map using the first UV set?
That's would be very handy


the script can bake for the first UV set. Overlay can be set in gimp. Thanks man!