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1 Bake This one you should know.
2 Select the baked model, and then use the "Select Export" command to export only the model you selected, it is recommended not to choose the "Export" command, which will export all the models of the real scene, which will make all the models in the same file, so that some functions are not available in U3D, the export format is FBX, Generally speaking, 3DMAX cannot directly export FBX format, you need to go to the corresponding **** plug-in, and then you can export FBX format, and click OK directly when exporting, Unless you need some extra features. Some warnings will pop up when exporting, it doesn't matter, there won't be any problems in U3D.
3 Open u3d and create a new project, the project name is arbitrary, as long as it is not Chinese. U3D can not recognize Chinese, at this time the new project will automatically create 2 folders, one of which is called assets, as long as the exported fbx files and textures are put into this folder, U3D will automatically recognize, recognition takes a long time. At this time, you can find the FBX file and the corresponding texture in the U3D software interface.
4 Find the FBX file directly in U3D's resources and drag it into the scene to finish.
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The specific method is to reset all models to XFform before exporting, then collapse them into poly, and then select export, it is recommended not to use 3DS format when exporting, it is better to export to FBX. U3D supports FBX import. When exporting to FBX, the export plug-in will pop up, and the content can be checked or canceled according to your needs.
FBX also supports exporting animations and can be applied in U3D.
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Once the object model is placed in the scene, the engine calculates the rays, which hit the surface of the object to create reflections and shadows. The role of baking:
2) When an object is placed in the scene, the engine calculates the rays, and the rays hit the surface of the object to form reflections and shadows; There are generally two cases: when the object is not baked, the reflections and shadows are calculated by the graphics card and CPU while the game is running; When baking objects, reflections and shadows are recorded in the model and become new textures, and when the game is running, the graphics card and CPU do not need to calculate the ambient light, which is a huge saving on CPU resources.
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Unity rendered baked models are generally searched on or google in this kind of resource, and if someone has ever posted socks on the Internet, or there is ****, it will generally be indexed by search engines.
Unity Render Baking Uinty 5 has been improved, in realtime mode, all lights can be shadowed, but only the new Standard material is supported. Other materials also only support directional light to produce shadows. The realtime mode does not need to pre-bake the textures yourself, and the light and shadow maps are automatically calculated and updated in real time.
Unity Render Bake Lens Flares:
Unity Render Bake simulates the refraction of bright light hitting a camera lens. Specify the location of the center of the glow by clicking any position of the image thumbnail or dragging its reticles.
Unity Render Baked Texture Fill: Fill a selection with a grayscale file or part of it. To add a texture to a document or selection, open the grayscale document that you want to use as a texture fill. and load it into a channel of the image you want to texture fill (New), and when you finish the effect, you can see the effect of the grayscale map embossing in that image.
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If you want to bake the texture material light and shadow effects, you can install and use the vray renderer, open the GI, and select"High"or"Medium"Quality, turn on the skylight, adjust the lights. (as shown below).
Then select the scene model.
Click on the Rendering menu"Render to texture", Settings"Seam filling"6 or above, the texture method is"Use an existing channel", and then"Add a name for"vraycompletemap", and then modify the appropriate output path. Then resize it to the right size, and point render to output the baked map.
Then export the scene model as an FBX file without animation, which can be imported into UnityThen import the ready-baked CompleteMap map into Unity, and then assign it to the corresponding material of the scene model, that is, complete the baking of the texture light and shadow. (The hint is shown below).
Another type of baking: vraylightingmap can also be used. However, the name of the baking type to be added should be vraylightingmap, and the texture method should be used automatically"。
This method ensures the detail of the texture, which is more common in virtual reality or virtual viewing applications.
The lightingmap is described as follows:
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How to do scene baking in Unity3D is not a one-sentence question and answer that can be explained clearly, you need to systematically understand the relevant process, with the following example to illustrate, the 3D scene is shown in the following figure:
To bake***, you have to split the UV of the lightmap in the 3D modeling software (of course, you can also split the UV in Unity, I personally feel that the UV split of Unity has a serious hard flaw), and then import Unity2019, and do the settings as shown in the following figure (select all objects, check static):
As shown in the figure below, a parallel light simulating the sun is placed.
The light parameters are shown in the figure below
The lighting parameters are shown below
Then click "Generate Lighting" to start baking, and get the result as shown in the image below
Compare the effect before baking:
I hope my answer is helpful to you.
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When you copy the model of the object into the scene, the engine calculates the rays, which hit the surface of the object to form reflections and shadows. The role of baking:
2) When an object is placed in the scene, the engine calculates the rays, and the rays hit the surface of the object to form reflections and shadows; There are generally two cases: when the object is not baked, the reflections and shadows are calculated by the graphics card and CPU while the game is running; When baking objects, reflections and shadows are recorded in the model and become new textures, and when the game is running, the graphics card and CPU do not need to calculate the ambient light, which is a huge saving on CPU resources.
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It can be understood this way. Once you've put the object model into the scene, the engine calculates the rays, which hit the surface of your object and create reflections and shadows. If you don't bake, these reflections and shadows are calculated by the graphics card and CPU when the game is running.
Once you've baked, the reflections and shadows are recorded in your model and turned into new textures, so you don't need to do anything about the ambient effects on the graphics card and CPU when you run it. As mentioned above, save CPU resources.
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Baking is a variety of flavorful and nutritious foods made based on grains, oils, sugar, eggs, etc., with an appropriate amount of auxiliary materials, and through the processes of dough mixing, molding, and baking. You can go to a systematic place to study.
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The principle of baking is the same as that of 3DMAX, which is to save resources and save a lot of calculations in memory.
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First, we need to set the units in 3dmax.
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Then set both the Display Units and the System Units Scale to centimeters, then click Enter a description if you're OK.
After setting up, you can create the model you need, I will create a sphere here, please click to enter **Description.
Give the ball another material, press the M key to bring up the texturer, select the bitmap for diffuse, select the desired texture, and click to display it in the viewport.
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Then export the model to FBX format and save it in the Assets folder under the Unity3D project folder.
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When exporting settings, you need to check the embedded under Embedded.
Please click Enter a description.
And then you have this model directly in Unity3D.
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Drag the model into the scene and you're ready to go.
Please click Enter a description.
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Export the model to FBX format in 3DMAX and import it into Unity
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Unity3D supports direct drag-and-drop, just drag and drop the model you want to import directly into it.
Unity3D supports a variety of externally imported model formats, but not every external model's properties are supported.
For specific supported parameters, you can refer to the following table:
1. Open a model file, the model has been divided into layers when modeling, and you can see that each layer has a color. >>>More
You bake the texture Click on uvmap only and a modifier will be added, the same as the unfolding uv, load the uv file you saved again, resize it, and you're good to go.
If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP). >>>More
Tools Materials: 3DMAX software, PC.
1.Once the 3DMAX software is open, click the Render button and open the Environment panel. >>>More
If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP). >>>More