Speed Dreams Documentation Wiki
Adding realism to car skins using Blender Texture Baking
Step 1: Preparation
- Import the track via the builtin AC3D *.ac importer or the Speed Dreams *.acc importer
- Change the view to "Top View" and create a camera in the center of the track
- Change the camera to "Orthographic" and setup "Scale" by 1000
- Move the camera along z-axis until any part of the track is inside the camera view
- Open the xml file of the track in a text editor and search for the light (light position)
- Create at the position described in the xml file of the track a "Sun" light
- setup the light with white color, Ernergy 1.25, Dist 5000 and "Ray Shadow"
- Adjust the light by rotation as needed to get nice shadows
- Sometimes it is usefull to connect all loose partys of the ground and smooth it via "Set Smooth" and the "SubSurf?" modifier
Step 2: Rendering
- Make sure Ambient Occlusion is disabled
- Setup the render output to PNG, width 3200 and height 2400
- Setup OSA to 5
- Activate "Premul" and RGBA
- Press the render button and save the rendering
Step 3: Editing and Finish
- Open the image in GIMP
- Select the transpareny of the lay and crop the image
- Adjust Levels and Brightness contrast
- Fix some rendering bugs
- scale the image unproportional to 2048px * 2048px
- save it as "shadow.jpg" with 90% quality for the track shadows
- fill over any place that isn't driveable with white (to save file space)
- scale the image to 1024px * 1024px
- save it as "shadow.png" for car shadows
Now you have a nice shadow map that is automatically used when your track is a .acc file. When you track is just a normal AC3D .ac file you have to convert it with the command line utility accc to use teh shadow map.