text: [{"Owner":"burbonvagin","Date":"2014-09-21T16:49:11Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_i haven_t_t actually tried this yet but i saw a video on blender cycles baking and it looks like it could be awesome in babylon.js. i just wanted to share it. _lt_a href_eq__qt_http_dd_//youtu.be/sB09T--_ZvU?list_eq_UUOKHwx1VCdgnxwbjyb9Iu1g_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//youtu.be/sB09T--_ZvU?list_eq_UUOKHwx1VCdgnxwbjyb9Iu1g_lt_/a_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"AlexB","Date":"2014-09-21T19:00:52Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I just completed a project using this technique and it works very well. In fact_co_ I_t_d say that after working with Babylon a little_co_ the ideal workflow is to avoid using Babylon_t_s lights and shadows completely_co_ and do all of your lighting in Blender and then use a single hemi light in Babylon._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_My workflow is as follows (using the Blender renderer)_dd__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_ol_gt__lt_li_gt_Make sure all textures are unwrapped. They don_t_t really need to have carefully cut seams_co_ but of course that_t_s always better._lt_/li_gt_\t_lt_li_gt_Open the texture in Photoshop. _lt_/li_gt_\t_lt_li_gt_Back in Blender_co_ go to the object_co_ tab into edit mode_co_ choose the UV editor_co_ then bake the shadows._lt_/li_gt_\t_lt_li_gt_Save the shadow image as .png._lt_/li_gt_\t_lt_li_gt_In photoshop_co_ copy the shadow map over the original texture_co_ using multiply. Adjust the opacity and add a slight gaussian blur if desired._lt_/li_gt_\t_lt_li_gt_Save out the new texture and apply in Babylon._lt_/li_gt__lt_/ol_gt__lt_p_gt_When I get some time_co_ I_t_ll write up a tutorial on this. It_t_s really not that hard to do._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Adrian","Date":"2014-09-21T19:07:40Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hi AlexB_co__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I am very interested by your tutorial ! Thanks for that. Do you have a sample scene you could show using this technique?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"AlexB","Date":"2014-09-21T19:09:03Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_blockquote data-ipsquote_eq__qt__qt_ class_eq__qt_ipsQuote_qt_ data-ipsquote-contentcommentid_eq__qt_55421_qt_ data-ipsquote-contenttype_eq__qt_forums_qt_ data-ipsquote-contentclass_eq__qt_forums_Topic_qt_ data-ipsquote-contentid_eq__qt_9367_qt_ data-ipsquote-username_eq__qt_Adrian_qt_ data-cite_eq__qt_Adrian_qt_ data-ipsquote-timestamp_eq__qt_1411326460_qt__gt__lt_div_gt__lt_div_gt__lt_p_gt_Hi AlexB_co__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I am very interested by your tutorial ! Thanks for that. Do you have a sample scene you could show using this technique?_lt_/p_gt__lt_/div_gt__lt_/div_gt__lt_/blockquote_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Soon! It_t_s under an NDA._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"gryff","Date":"2014-09-21T20:39:27Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I think what _lt_strong_gt_burbonvagin_lt_/strong_gt_ is talking about is the ability to bake textures from the_lt_u_gt_ cycles render engine_lt_/u_gt_. This feature arrived with Blender 2.71_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_You have always been able to bake textures_co_ including shadow maps_co_ with the traditional_lt_u_gt_ blender render engine_lt_/u_gt_._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Being able to use the cycles render engine means you will be able to make full use of the Node Editor in Blender to create materials then bake them out.to textures. There is_co_ I believe_co_ a collection of shaders available that can be used with the cycles render engine and the new baking ability will allow these to be baked out._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_cheers_co_ gryff _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ alt_eq__qt__dd_)_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"AlexB","Date":"2014-09-23T17:45:10Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Here is the project we just released._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_http_dd_//designthe5.com_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//designthe5.com_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_All of the shadows are baked in_co_ and we_t_re using a single hemi light._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Curious how this performs for everyone. The car has lots of polygons but we couldn_t_t use a different model._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Temechon","Date":"2014-09-24T07:16:05Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hey Alex_co_ _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Where should I click to run your demo ? I don_t_t see any canvas in my browser..._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"AlexB","Date":"2014-09-24T15:24:37Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_blockquote data-ipsquote_eq__qt__qt_ class_eq__qt_ipsQuote_qt_ data-ipsquote-contentcommentid_eq__qt_55781_qt_ data-ipsquote-contenttype_eq__qt_forums_qt_ data-ipsquote-contentclass_eq__qt_forums_Topic_qt_ data-ipsquote-contentid_eq__qt_9367_qt_ data-ipsquote-username_eq__qt_Temechon_qt_ data-cite_eq__qt_Temechon_qt_ data-ipsquote-timestamp_eq__qt_1411542965_qt__gt__lt_div_gt__lt_div_gt__lt_p_gt_Hey Alex_co_ _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Where should I click to run your demo ? I don_t_t see any canvas in my browser..._lt_/p_gt__lt_/div_gt__lt_/div_gt__lt_/blockquote_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Oops_co_ sorry guys. The client asked to take it down momentarily. It_t_ll be back online Friday. Sorry for the confusion!_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"AlexB","Date":"2014-09-26T14:40:50Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Ok_co_ site is back up. _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_http_dd_//designthe5.com/garage_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//designthe5.com/garage_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_If you take a look at the scene_co_ there is a single hemi light set as follows_dd__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_div_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_ this.scene.lights _eq_ []_sm_var hemisphericLight _eq_ new BABYLON.HemisphericLight(_qt_hemiLight_qt__co_ new BABYLON.Vector3(0_co_ 1_co_ 0)_co_ this.scene)_sm_hemisphericLight.diffuse _eq_ new BABYLON.Color3(0.65_co_ 0.65_co_ 0.65)_sm_ hemisphericLight.specular _eq_ new BABYLON.Color3(0.5_co_ 0.5_co_ 0.3)_sm_  hemisphericLight.groundColor _eq_ new BABYLON.Color3(0.2_co_ 0.2_co_ 0.2)_sm_ hemisphericLight.intensity _eq_ 2.15_sm__lt_/pre_gt__lt_p_gt_So all of the lights and shadows are baked into the textures. On the floor_co_ we have the basic floor material which is sort of concrete_co_ and then on top of that I layered the output from the Blender shadow baking. It_t_s important to not have overlapping UVs for this to work. So the floor has to be one single texture_co_ with all UVs in their own texture coordinates. You can do this by unwrapping by hand_co_ or even doing a UV project for textures that are just solid colors. That_t_s how I baked the shadows on the tool boxes. For the walls_co_ we baked in shadows from the 30 or so lights in the ceiling_co_ and then softened those in Photoshop_co_ leaving the ones cast from the toolbox as harder edged._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_The car shadow is actually just a plane parented to the car_co_ with a png outline of the car from the top down_co_ made transparent and with edges softened. Then when the car moves the shadow moves with it. I don_t_t think it_t_s as cool as a real cast shadow but it_t_s effective enough to sell the illusion._lt_/p_gt__lt_/div_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]