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Radiosity for UVW mapped part in Blender


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I am looking for a way to generate and use radiosity information (fakes shadows in the textures) in blender 2.86. I found a tutorial for 2.4 but it doesn't work anymore.

I realized some of the mods (e.g. KW Rocketry) have excellent radiosity information. Can somebody explain how it can be done?

Thanks a lot!!!

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Someone else will have to address how that is done in Blender. Have you tried applying "shadows" directly to your textures in your image editing app (such as PS or Gimp)? As you probably know, that method (through the use of layers and filters, such as bump mapping) only yields fixed "shadows", but they do help with the illusion of depth. Perhaps you are referring to a way in which non static shadows are applied?

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I am looking for a way to generate and use radiosity information (fakes shadows in the textures) in blender 2.86. I found a tutorial for 2.4 but it doesn't work anymore.

I realized some of the mods (e.g. KW Rocketry) have excellent radiosity information. Can somebody explain how it can be done?

Thanks a lot!!!

I had a quick look on google and saw this tutorial http://vegastrike.sourceforge.net/wiki/HowTo:Radiosity_baking_in_Blender If you're just after the shadowing effect this gives, then have a look around for tutorials on Baking Ambient Occlusion to Texture, as that will achieve a similar end result.

if you're looking to bake lighting or direct cast shadows then have a look for tutorials on Baking Shadows, as according to the blender 2.6 manual baking shadows will do lighting and shadows.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake

Edited by Ohfive30
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Thanks a lot. I found that tutorial befiore and tried to follow it. It doesn't work with Blender 2.6 any more. The radiosity settings are gone now. I'll search for the baking thing. Thanks!

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The thing you are looking for is called "render to texture" or sometimes texture baking or map baking. Radiosity is a form of global illumination which can be rendered either to screen or texture.

I suggest you use ambient occlusion, it's even better than shadow mapping cause KSP already has already got dynamic (sharp) shadows and what you need in KSP is only pronouncing detail and having "soft" shading. But yes, GI (radiosity) maps for glowing parts are very useful too if that's what you need.

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