User posts clessley
08 June 2017 18:43
Reply to post of user clessley
I now see my Texture Atlas is completely garbage

Had some trouble getting the floor to bake in the render. What I wasn't understanding is that one must individually bake each object texture with an individual UV Map (not combined). This tutorial helped me further simplify the process: link.

Before when trying to use a single UV Map the floor was black (nothing there). With a UV Map for each object/texture the floor renders.

Thanks again to everyone who babied me through this. Much appreciated!

Test file as is: link and Workflow (take with a grain of salt):

    create objects and size them
    reset scale using cntrl-A > Scale
    Add textures through Material tab and set correct scale for textures
    reset scale again
    add any object special items like holes
    select specific object texture to bake
    create unique UV Map
    rename unique UV Map to match object name
    enter edit mode > U > Smart UV Project > make sure all all planes of object are selected > save
    select new object and repeat 4 preceeding steps > save
    select all objects to bake
    select Bake
    UV Image Editor: save image as xxx.png (put somewhere, not in textures folder)
    Node Editor : select the specific object > Image Texture select baked image texture(s), repeat
    create new UV Map node in Node Editor for each object > connect each UV Map node from UV to Vector of Image Texture node
    switch to blend4web engine > preview, if ok
    File > Export > blend4web .html > upload to web server > joy
07 June 2017 19:24
Reply to post of user Konstantin Khomyakov
You should add UV Map node in the beginning of the node setup. Just like that:

I now see my Texture Atlas is completely garbage but its there now in blend4web preview. You guys are awesome!!!
07 June 2017 19:08
Reply to post of user Mikhail Luzyanin
You need to connect to your image UVMap node with selected right UVMap in it. Blender automatically connected selected UVMap from mesh tab, but for Blend4Web you need to connect it to an Image node by yourself.

I really appreciate everyone's help. I'm sorry for my ignorance…isn't that node already connected as shown?

07 June 2017 18:38
Reply to post of user Mikhail Luzyanin
Can you attache an example of your scene so we can find the problem?

Here is a Google Drive folder containing my : test files.
07 June 2017 18:29
If the images don't come through there are inside a shared Google Photos album here: link

Reply to post of user Will Welker
You should be able to open it independent of Blender and see if your lighting effects got baked onto it.


Reply to post of user Will Welker
Also, when you hit the 'Bake' button, did you have 'Combined' selected in the drop-down menu?

06 June 2017 23:33
Thanks for reply.

area lights are not supported in blend4web for now

The imported .ies file is a point type by default, not an area type in both cycles and blend4web.

I have successfully baked a cycles test image and can clearly see the the v-shaped lighting on one side wall of the basic cube in the Texture Atlas and in the rendered result.

I used this as my guide for cycles baking: link. My render time when from ~ 3 mins down to > 30 seconds so I know its baked.

Please see the image below (above red line).

However, when I preview the scene in the browser ala SDK (same image, below the red line) the ies lighting still goes back to the generic light blob as if it was never a baked texture and the SDK preview is also missing all the texture that was saved (like the concrete pattern in the ground) in addition to the ies lighting shape.

What I am doing wrong?
06 June 2017 01:55
Thanks Will, very similar to what i have been using here: link but much, much less complicated. I am having problems with creating a proper UV map from the IES files for texture baking. I will practice with a single IES file and the default cube and report back.
02 June 2017 19:23
Solution and working test file here: Thanks again to all who contributed and helped!

I use a Cycles add-on that utilizes real-life photometry data from .ies files to import real-world lighting in to Blender. The add-on is here: link.

Is is possible to "bake-in" the lighting lamp data like a texture or perhaps convert it to some sort of mesh so blend4web will render the lighting photometry?