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authorSergey Sharybin <sergey.vfx@gmail.com>2011-06-06 00:54:04 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2011-06-06 00:54:04 +0400
commita1c22262fef25de91dbafd7b401e349538dc3d61 (patch)
treeeeb0092df131068785f7d0e03a5f47c111fb04a9 /source/blender/blenkernel/BKE_multires.h
parenta580b5ec80d5c0744b63f9b7e8048c0f16681a38 (diff)
Bake from multires mesh
======================= Added option to baked named "Bake From Multires" which is avaliable for normals baking and displacement baking. If this option is enabled, then no additional hi-res meshes and render structures would be created . This saves plenty of memory and meshes with millions of faces could be successfully baked in few minutes. Baking happens from highest level against viewport subdivision level, so workflow is following: - Set viewport level to level at which texture would be applied during final rendering. - Choose Displacement/Normals baking. - Enable "Bake From Multires" option. - You're ready to bake. Displacement baker had aditional option named "Low Resolution Mesh". This option is used to set if you want texture for realtime (games) usage. Internally it does the following: - If it's disabled, displacement is calculated from subdivided viewport level, so texture looks "smooth" (it's how default baked works). - If it's enabled, dispalcement is calculated against unsubdivided viewport levels. This leads to "scales". This isn;t useful for offline renders much, but very useful for creating game textures. Special thanks to Morten Mikkelsen (aka sparky) for all mathematics and other work he've done fr this patch!
Diffstat (limited to 'source/blender/blenkernel/BKE_multires.h')
-rw-r--r--source/blender/blenkernel/BKE_multires.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_multires.h b/source/blender/blenkernel/BKE_multires.h
index ea34ff4aa07..ba23b2d79c0 100644
--- a/source/blender/blenkernel/BKE_multires.h
+++ b/source/blender/blenkernel/BKE_multires.h
@@ -91,6 +91,7 @@ void multires_topology_changed(struct Scene *scene, struct Object *ob);
void old_mdisps_bilinear(float out[3], float (*disps)[3], const int st, float u, float v);
void mdisp_rot_crn_to_face(const int S, const int corners, const int face_side, const float x, const float y, float *u, float *v);
int mdisp_rot_face_to_crn(const int corners, const int face_side, const float u, const float v, float *x, float *y);
+int mdisp_rot_face_to_quad_crn(const int corners, const int face_side, const float u, const float v, float *x, float *y);
void mdisp_apply_weight(const int S, const int corners, int x, int y, const int face_side, float crn_weight[4][2], float *u_r, float *v_r);
void mdisp_flip_disp(const int S, const int corners, const float axis_x[2], const float axis_y[2], float disp[3]);
void mdisp_join_tris(struct MDisps *dst, struct MDisps *tri1, struct MDisps *tri2);