Darklorddc opened this issue on Mar 28, 2009 · 11 posts
Darklorddc posted Sat, 28 March 2009 at 3:08 PM
(see images below)
Sueposer posted Sat, 28 March 2009 at 3:34 PM
It is my understanding that this can only be done with a plug-in utility. "Baker" by inagoni (inagoni.com) is one such plug-in ($35). I have not used it myself but you can probably find some references to it in the forum history.
GKDantas posted Sat, 28 March 2009 at 5:06 PM
The problem is even if you turn on the texture view, you will see the mesh anyway, so if you take a print screen you will end with the texture (lowresolution in the view) and the mesh.
If you dont have the money for Baker you can try to win one of the prizes from our contest... Inagoni is one of the donors for prizes:
http://carraralounge.com/index.php?topic=158.0
Follow me at euQfiz Digital
Darklorddc posted Sat, 28 March 2009 at 5:56 PM
"Baker" seems to be my only recourse, unless someone has some bit of arcane wisdom that can help...
Thanks for the info on carrara lounge. I'm waiting for my confirmation e-mail as I post this. I'll look into that contest.
MarkBremmer posted Mon, 30 March 2009 at 11:57 AM
Hi Darklorddc,
Everything seems to be working ok here when I try. On export, do you change the export option to "Convert Procedural to Texture Map" and then set a resolution?
I've had the best results using .tif as an export format.
Mark
Darklorddc posted Mon, 30 March 2009 at 3:35 PM
When I try, even as a .tif, many of the textures are just colored squares, or they won't rewrap correctly in other programs. Many just don't seem to export at all. Additionally, it asks me to name each one, and there are sometimes over 100 of them.
MarkBremmer posted Mon, 30 March 2009 at 3:49 PM
Not all procedurals will convert to texture maps perfectly since they're mathematically based - there is a reason that texture painting is worth while ;-) . I haven't tried Baker so I can't tell you if that solution is a better option than Carrara's native export.
If you take time to name the shading domains, those texture names should export automatically - at least they do on my rig.
The naming issue is really (believe it or not) a good thing for yourself or other users of the model once opened in .obj format. If the texture names are all the same, except for a number, tracking down and changing a texture can be a huge pain for the user. On a couple of assignments where I needed to use purchased models, I could have killed the author because the textures we only numbers so tracking them down and modifying them was a time killer.
So, if you're going to be selling your creations, the easier you can make it on your customers will pay of in continued sales. ;-)
Darklorddc posted Mon, 30 March 2009 at 3:56 PM
So, if I name each shading domain, the textures won't be called "default_material" any more, and would instead be named for part they are placed on?
I'll give that a try and see what happens.
MarkBremmer posted Mon, 30 March 2009 at 4:01 PM
That's correct. :D
Miss Nancy posted Mon, 30 March 2009 at 4:33 PM
name each material (shading domain) and make sure all polygons are covered by a single shader. there may be unmapped areas (unassigned polygons) in the exported wavefront.obj.
lsangls posted Wed, 01 April 2009 at 7:56 AM
"a universal way to turn procedural textures into texture maps is to apply the procedural texture to a flat surface, and make a rendering of the surface. The rendered texture can then be applied as a map on different objects.... another reason to convert procedural textures into bitmaps is to move textured models between different programs." from "Digital Lighting and Rendering" y Jeremy Birn, p. 327.
If you have many procedural textures to deal with, this may not be practical. Still, no one mentioned it and it seems like a good thing to know.