by Jojon » Sat Jul 27, 2013 3:19 am
When you get around to adding the influence of actual light sources in the scene, do you mean to have it dynamic, or prerendered, or maybe a little of both?
I have a bit of a weakness for dynamic light, in scenes with moving or flickering lights, such as the cathedral, hence the asking, but do recognise that it may come with a bit of a performance hit (as well as Plasma's legacy older DirectX limitation of eight lights per object and a somewhat "harsh" appearence), so I can understand if you maybe lean towards baked.
If you are prerendering some and think of (instead of using lightmaps) baking the lighting into the vertex painting, along with the simulated AO, for some parts where there is little in the way of shadows (such as the colour grading around the windows, that you mentioned, where light shining_through/reflecting_on the glass is tinted), you could try and see whether the attached script is useful to you in any way.
It simply looks up the texture colour at each UV coordinate, in the currently active UV layer (for selected objects), and copies it to the corresponding vertices in the active vertex paint layer.
I use it to move baked lighting and such from temporary textures (which they have been baked to), to vertex paint, which uses slightly less memory :P. (I then throw away the temp textures.)
(As I recalled, Blender used to do this copying itself, whenever you created a new vertex paint layer, but lately I went and was going to use it and it turned out it didn't.)
- Attachments
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object_texture-to-vtxpaint.rar
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