ToTex Render To Texture
TOTEX v3
Moved to github
The project Totex has been moved to gihub so community development is easier
https://github.com/svenfraeys/totex
New Version 3.0
"ToTex" is a render to texture script that gives you the ability to quickly bake multiple textures to a folder. ToTex will start baking all the selected objects with the chose selections and will save it to the specified folder
New features (3.0):
- Stability : Bigest issue with ToTex 2.0 was the stability. The ToTex engine is recreated for stronger stability, focussed on high speed expanding.
- Improved User Interface : More compact and focussed on usability
- Auto-Update functionality : Get directly the new features
- New maps in development : xNormal, instant preview and photoshop connection.
New features (2.4):
- new improved UI: much more clear design with thumbs
- Element map now works!
New features (2.3):
- Improved UI: a lot more compact design, better overview and more dynamic system
- Expert Mode: press on the *-button at the top, this will show all the maps of totex, you can easily toggle this on and off
New features (2.2):
- Max Merge: Merge a max file when baking, for embedding complex lightscenes, after the bake ToTex go back to your start state
- Render Preset: Override the renderpresets when baking with ToTex, you can choose between three RPS files that you can override to your own render settings.
New features (2.1):
- Preview : with realtime directX shader (Xoliul shader - http://www.laurenscorijn.com/)
- Light Trace Ambient Occlusion
- Gradient Map
- Mask Map
- For Each Material ID
- Selection Bake : Bake only the selected faces
Material ID Masks was partly based on a script of Koen Samyn, it's been optimized for faster and better rendering with ToTex.
Enjoy
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TOTEX v.3
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Updates:
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v.3.0
2011-09-17
- UI Interactivity - Hover graphics, Tooltips
- UI : "+"-sign left mouse click
- Updated Grad Top Down
- Confiugration Added : MaxMerge, Render Preset
2011-08-27
- Improved Auto Update Installer
- Added Thumb View
- Styling Layout
- Color schemes improved
v.2.4
09 / 02 / 2011 - Adding Element Map System
01 / 02 / 2011 - Added Thumbview / Listview system
v.2.3
30 / 12 / 2010 - Expert Mode
30 / 12 / 2010 - Resolution Slider
29 / 12 / 2010 - Update UI Interface
v2.2
25 / 12 / 2010 - Max Merge system
25 / 12 / 2010 - Render Preset system
23 / 12 / 2010 - Fixed For each material ID
v2.1
22 / 12 / 2010 - Selected faces Bake
21 / 12 / 2010 - Added Bake "For each Material ID"
v2.0
10 / 12 / 2010 - Dialog Position is now saved
14 / 12 / 2010 - Preview Object System with Xoliul shader and standard material
15 / 12 / 2010 - Normal maps will be putted in normal slot
17 / 12 / 2010 - Cache system for preview objec
Comments
That works for me, I don't
That works for me, I don't mind going in the panel and setting it up. This still makes things so much faster :D I haven't tried it yet, I can't find the UI shortcuts. OoITools group isn't showing for me in the mainui for me :o I think I may be expecting it in the wrong place?
grts too :D
Game Development Enthusiast Mortal Human
hmmm....i think I can make
hmmm....i think I can make something work with that :) not a bad idea ronin3D!
I'll check it out and let you know!
http://svenfraeys.com
Can you make it posible to
Can you make it posible to rtt by material ID?. Is it posible at all?
And more options for AmbientOcclusion. Thanks in advance, sorry the english i speak spanish
Hey mortalhuman, The
Hey mortalhuman,
The projection modifier isn't activated by the script, it just toggles the projection on and off in the max 'render to texture' dialog
So the user needs to put his own projection modifier on it and adjust the cage as he pleases and so on. (same workflow as the regular render to texture of max)
You can check in the settings panel of ToTex (second icon top left), their you can set the samples for the Ambient Occlusion of MR. But I think that s the main adjustment people do when baking AO's.
But the script doesn't adjust anything of the render settings. You can adjust them in your render settings and ToTex will use these.
I didn't want to make my script too complex since you can still change those settings yourself or with other scripts.
Could you show me exactly what render settings you specificly mean? the ones in render to texture dialog or the one in render settings (default scanline, mental ray, ....)
If you have any suggestions that you would like me to add, please let me know and i'll be happy to help :)
grts
http://svenfraeys.com
Hi, it seems to have the
Hi, it seems to have the projection modifier built in so, you can bake those as far as I can see.
Question: What settings does this use in the advanced render settings by default? Supersampling setting and so forth, behind this simple panel, is it also simple settings, or will I still have to setup my panel scene by scene?
Great script I will try if it bakes at high settings??
Game Development Enthusiast Mortal Human
you are correct it is
you are correct it is "LightingMap", mistyped it, will change it in next version, thanks!
http://svenfraeys.com
Isn't it called "LightingMap"
Isn't it called "LightingMap" ?, not "Light__n__ingmap" ? ^^
www.patrickprobst.de
thanks, for the feedback, I
thanks, for the feedback, I will add it in the next release.
I hope everything works fine? if something else is bothering you or the ui isn't intuitive enough please tell :)
http://svenfraeys.com
Good script, Would be nice
Good script,
Would be nice to have possibility to select and render various UV Channel.
Thanks.
It works for both processes
It works for both processes for the techniques I use.
It is the same as Render To Texture window of 3ds max, it only works faster.
What do you mean for the High Poly to Low Poly rips? Projection of normalmaps, AO and so on?
You can put 'projection' on so that it will save the information that comes from the baking with the 'projection' modifier and so on.
If you have ideas I be more than happy add it to the script.
Suggestions are more than welcome!
http://svenfraeys.com