Open Samuel-Morgan-Tyghe opened 3 years ago
It works on 'Armory Bake
Hi, when you say stable version, do you mean the one from the releases page/v. 0.3?
Release 0.3
My intention is to create Light map and save externally in a folder. Then upload and add to my 3d model via three.js
Hi, version 2.91 changed the API for the smart project function, and the version from the releases page isn't compatible with that blender version, only 2.83 LTS - although the current dev version (green button on the front page) works for 2.91 - alternatively if you can wait a few hours, I'll make a new release later today
does this mean i have installed Armory wrong?
location: <unknown location>:-1
Error: Python: Traceback (most recent call last):
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\operators\tlm.py", line 25, in invoke
build.prepare_build(self, False)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\build.py", line 85, in prepare_build
prepare.init(self, previous_settings)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\cycles\prepare.py", line 24, in init
configure_meshes(self)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\cycles\prepare.py", line 198, in configure_meshes
bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.uv.smart_project.poll() failed, context is incorrect
I can wait, I'm trying out multiple baking programs.
Error: Unable to pack file, source path 'C:\Users\Sam\AppData\Local\Temp\gltfimg-89uk9t6b\base_color_0.jpg' not found
ERROR: Image "C:\Users\Sam\AppData\Local\Temp\gltfimg-89uk9t6b\base_color_0.jpg" not available. Keeping packed image
ERROR: Image "" not available. Keeping packed image
......
ERROR: Image "" not available. Keeping packed image
CV2 not found - Ignoring postpacking
Lightmap building finished
I couldn't wait, and so I downloaded blender 2.83 LTS and I get the following error ^^^
Strange, I haven't come across that before. What happens if you unpack your image?
It has a folder of images
Some images I'm using are tiled and repeated, there are sections that just have solid colours.
This model was exported as GLTF from Adobe Dimensions.
The following is my blender file, if it works for you, the. Ill know I'm at fault.
Hi,
I released a new version: https://github.com/Naxela/The_Lightmapper/releases/tag/0.5
Anyway, I got the same error, but unpacking the images into the same folder solved the issue:
It should work now:
Following the steps.
Info: Baking map saved to internal image, save it externally or pack it
Managing build
Lightmap building finished
Only 1 image was created on the first time, and it was a baked map from another plugin.
This does not lightmap any of my project files. how did @Naxela get it working?
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\operators\tlm.py", line 25, in invoke
build.prepare_build(self, False)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\build.py", line 85, in prepare_build
prepare.init(self, previous_settings)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\cycles\prepare.py", line 24, in init
configure_meshes(self)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\cycles\prepare.py", line 198, in configure_meshes
bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.uv.smart_project.poll() failed, context is incorrect
location: <unknown location>:-1
Error: Python: Traceback (most recent call last):
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\operators\tlm.py", line 25, in invoke
build.prepare_build(self, False)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\build.py", line 85, in prepare_build
prepare.init(self, previous_settings)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\cycles\prepare.py", line 24, in init
configure_meshes(self)
File "C:\Users\Sam\Downloads\ArmorySDK2101\ArmorySDK//armory/blender\arm\lightmapper\utility\cycles\prepare.py", line 198, in configure_meshes
bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.uv.smart_project.poll() failed, context is incorrect
location: <unknown location>:-1
Strange, using the latest version 0.5 with Blender 2.91, here's all I did:
Edit: I just noticed you're using Armory Bake - That version uses 0.4, which isn't updated to support 2.91, plus Armory itself doesn't support 2.91 yet (https://forums.armory3d.org/t/armory-upgrade-to-blender-2-9-x/4400/32), which explains the smart project error - I recommend disabling the Armory addon for now, and using the standalone lightmapping addon here: https://github.com/Naxela/The_Lightmapper/releases/tag/0.5
I hope this helps
It worked, Amazing Thanks @Naxela :)
Building lightmaps
Warning: 1 x Draw Window and Swap: 32.0637 ms, average: 32.06370001 ms
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Beginning build
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
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Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
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Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Info: Baking map saved to internal image, save it externally or pack it
Managing build
Lightmap building finished
black square has happened a few times now, just to let you know.
Hi, great to hear that it worked!
As for the black square, thanks for letting me know, I will investigate that, as that is supposed to show something like this:
Does it happen only occasionally, or every time?
Oh, so you mean that it stays there? Strange, I'll look into it
I was wondering, do you have any other addons for Blender which might also have some custom UI stuff going on? - I think the black box stuff could be a clash with another addon
Hey, I've Been trying to recreate the black screen, and I was going to test with different add-ons, and identify the issue, but I haven't been able to recreate it. perhaps it was a graphics card issue (NVIDIA Quadro FX 4800)
If I encounter the issue again, ill try and get more info.
Add-ons include:
Do you recommend any settings or any instructions how I include the HDR lightmap images to three.js project? Trying to follow this- but my light maps aren't showing or just showing stripes. https://blenderartists.org/t/blender-cycles-lightmap-baking/1169571/12?u=samuel_morgan
It could be, although I'll keep an eye out for the issue if it should happen again
As for three.js I have no experience with it, but I know that some people have managed to get it working for both Three.js and Babylon.js, and I plan to add some tutorials about it in the future. Although I think your lightmaps might need to be encoded somehow, it should be supported: https://github.com/mrdoob/three.js/pull/18052 and https://discourse.threejs.org/t/using-hdr-lightmap-result-in-weird-color-banding-and-lumiance-range/19741/4
Thanks, I've followed your advice, and correctly implemented light mapping, with the correct encoder I have all the light maps saved in a folder, 3 hdr files each ( _baked, _denoised, _filtered) I can only map one at a time with threejs,
Here's what the following looks like
It should be noted because the naming convention changes I had to do a hacky regex to reference the files, so only a large portion is implemented.
For example obj 'wall 1'/'wall_1' becomes 'wall.1' (haven't quite figured it out yet)
Am I using the right file with _baked.hdr? Do you think it needs to be higher quality / higher sample ?
Many thanks for your continued support
Hi,
The naming goes per process that you've selected in the following order:
If you've selected all 3 operations, then the third (_filtered) would be the final result and the proper one to use.
As for your case I'd recommend using one-large lightmap for your scene (made using Atlas Groups), probably 1K at minimum, use at least Medium quality settings along with both Denoising (I recommend using OIDN, as integrated gets slow at those sizes) and filtering. That way you only have to import 1 lightmap, and make sure that your object references the lightmap to use the second UV channel (lightmap channel by default). Again, I'm not sure how three.js does it, if the lightmap function is integrated then it should work by default, otherwise just multiply your lightmap texture with your diffuse/albedo texture, and it should work in theory.
My intention is to create Light map and save externally in a folder. Then upload and add to my 3d model via three.js
hi, how do you solve the problem with three js?
My intention is to create Light map and save externally in a folder. Then upload and add to my 3d model via three.js
hi, how do you solve the problem with three js?
Lightmappper exports by default to a folder called lightmaps next to your blender file.
if (object.isMesh) {
var name = object.name + "_baked.hdr"; // this could be (_baked, _denoised, _filtered)
const texture = new RGBELoader()
.setDataType(THREE.UnsignedByteType)
.load("./assets/img/hdr/" + name);
object.material.lightMap = texture;
}
This is what I have so far, I'm going to write a comprehensive instruction soon, this is a bit silly that threejs has not got a simple tutorial on lightmapping ambient occlusions, or even how to treat the new standard pbr )
I followed the wiki , installed the stable version , dont understand whats going wrong.
I Don't use python, can someone explain what's going on.