Comments (9)
Hi and thanks for using the addon! - If I understand you correctly you just want to bake the lightmaps without actually applying them to the materials in your scene? In that case, it's possible using the headless toggle:
That should work in case you want to export your scenes to external game engines, using gltf or similar
I hope this helps! - If not let me know
from the_lightmapper.
Hi @Naxela , thanks for your message. I tested it before raising the issue, with the latest version of Blender 3.2.2 . If I Select Don't apply materials, and then I click "Build lightmaps" , I don't see at blender any Image with with a name "MeshName_bake" .
Ideally I would expect to see the image and also the light UV map .
Thanks
from the_lightmapper.
Hi @nicoraf - All your baked images should be present in a folder located where your blend file is:
If you bake with headless mode turned on, do you mean that no lightmaps are saved in the lightmap folder - If you click Explore Lightmaps?:
Or do you just want to have the images loaded but not applied inside the blender file itself (Visible in the image editor for example)?
from the_lightmapper.
Yes we want to have the images embedded inside the blender file itself, but not attached to a material.
from the_lightmapper.
Oh now I understand - I don't think there's currently a way to do that while in headless mode. I can try to add the feature sometime during the weekend, but until then can you test if the following script work?:
import bpy, os
for file in os.listdir(os.path.join(os.path.dirname(bpy.data.filepath), bpy.context.scene.TLM_EngineProperties.tlm_lightmap_savedir)):
if file.endswith(".hdr"):
bpy.ops.image.open(filepath=os.path.join(os.path.join(os.path.dirname(bpy.data.filepath), bpy.context.scene.TLM_EngineProperties.tlm_lightmap_savedir), file))
Just copy paste the code into the scripting panel:
And your lightmaps should now be loaded:
I hope this helps
from the_lightmapper.
Thanks, we will wait you add this feature. We appreciate it.
So I guess the natural way will be to add a combination of check options so that "Build lightmaps", include the bake images embedded with the same name convention, but it does not modify the materials. However the UV mapping is also inside the Mesh objects.
from the_lightmapper.
Hi, I added this as an option in the latest commit (4bc6162):
After you've baked, just go into utilities, and select load lightmaps at runtime:
from the_lightmapper.
Hi @Naxela , thank you very much , we will be testing it and I will comment here again.
from the_lightmapper.
Hi @Naxela , we tested your changes and we have the following feedback.
When we select load lightmaps, it loads the lightmap image textures, but it only loads image textures with HDR format. We are interested to load PNG images and ideally to be able to choose between PNG and JPEG. One reason is because we prefer that format, but there is another reason is that to our understanding the GLTF exporter add on does not support HDR.
Another comment that is independent of 1). Although the approach of doing that in two steps work for us. Ideally we would prefer that the add on, directly have the images packed after backing, without modifying the materials.
Also maybe if possible , and makes sense to even never have the images in a subfolder, has to be able to have all the images inside blender, so later someone can export it to GLB format.
Maybe it could be added an option "Pack Backed Images", and another combo that we can choose the image format PNG, JPEG, etc ?
Thanks
from the_lightmapper.
Related Issues (20)
- Create shared lightmaps across objects (non-joined/non-atlas)
- cant use it with models imported from sketchup HOT 5
- Blender 3.4.1 and Lightmapper finishes bake under a second and no lightmaps are generated HOT 7
- Can't bake object with multiple instances HOT 1
- Possible path issue when cleaning using Linux/Mac
- strange artifacts with denoise activated HOT 5
- Fix OpenCV installation with Blender 3.5+ HOT 1
- Cannot build lightmaps (Blender 3.5) HOT 1
- Proposal: export glTF files with lightmaps HOT 9
- Background baking not working with AtlasGroups HOT 1
- Add option to build lights with a neutral white color as material
- can i bake multiple matirial into one lightmap with this tool and how can i do it ? HOT 8
- It use CPU insteade of GPU to render HOT 3
- Expose GPU mode when using OIDN 2.0
- Some faces are darker for no reason
- Enabling denoise causes problems Blender 3.6 HOT 1
- Addon renders scene from camera view instead of generating a lightmap. HOT 1
- Update addon for Blender 4.0 HOT 3
- Certain objects don't clean up properly in the "clean lightmaps" step HOT 1
- Support for Flamenco Renderfarm HOT 1
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