Can you use the Bake operation on models for Train Simulator

I’m modelling some buildings and other odds and sods for a TS route. I’ve spent some time doing the texturing but the models still look a bit flat. I’ve been trying to use the Bake operation to put some subtle shadows on the models but without success. All I get from the Bake operation is a black and white render with not much in the way of greys in between. Tried overlaying this on a texture as a separate layer and reducing the transparency, but it looks very unconvincing. Can anyone explain how to bake shadows on models for trainsim. I cant find any info on the Bake operation.

I was just experimenting with baking again.

The best way I’ve found so far is to make sure you use the auto unwrap first so that all parts are textured separately.

if you’re using the inverted box technique to hold the plans around the model – get rid of that box, that’s what’s making everything black. Took me a while to spot that. The bake finally worked when I moved the plans below the model.

It takes a lot of experimentation (auto unwrap especially) but should be worth for a decent result.
I’ll get around to writing a tutorial on it one day…

Texture file after several auto unwraps

WST1

Image of model with texture as primary and baked file as secondary texture

12_09_2017_22_47_14

result of bake…

wst1bake_PNG

Thanks Paul. Should have thought about the inverted box holding the drawing. Obvious it will stop the light when you think about it. I’ve managed to get a decent Bake render now, but I’m at a loss as what to do with the Bake image. Do I add it as a layer in the TS texture file, or is there some other method?

the simplest way is to just add it as a layer (multiply? it may darken the whole texture slightly) then merge it with the texture in a paint program, that reduces the memory usage in the sim.

There is a shader option somewhere in TS that lets you use 2 textures but it’s been about 8 years since I did any TS work 🙂

post a few pics, I’ll like to see the results in the sim.

Cheers,
Paul

I’m not having a lot of success with this due mainly with the PNG file transparency. It’s impossible to paste the PNG file as a new layer as it does not maintain it’s position relative in the texture image. I have to move the baked area manually to try and match the Auto-Unrapped image. I can never get it to line up accurately enough as my unwrapping splits faces and scatters them randomly. It seems to be a common problem with images with transparency. I have slightly more success if I apply a texture then don’t unwrap it, so I can manually overlay the PNG with more accuracy. Nightmare if it’s auto-unwrapped. I’ll have to give up with shadow baking for now. Any ideas about pasting PNG files accurately as layers welcome.

I’m having many problems too with the Auto-Unwrap and Bake operations. The Auto-unwrap seems very particular, refusing in many cases to unwrap an object. Objects I manage to Auto-unwrap after baking seem to have large sections unrendered (of actual object areas that become transparent after baking). It seem to work OK on simple models, but once you get to anything remotely complex it becomes virtually useless. Desperately needs addressing please.

  • This reply was modified 11 months, 1 week ago by  JimCrow.

Just an update on the Bake operation. It actually works. The problem was my models, usually duplicate faces and unwelded joins. Once you learn how to control the unwrapping it’s a doddle. Anyone heard from Richard? Really need to get the secondary window manipulation controls working in V10.

Yes Jim I have managed to use the Bake operation OK too now. As you say you have to be careful how you model. Auto unwrap doesn’t like doubled faces or unwelded seams. I don’t always use the auto just the unwrap operation if I need intricate textures. Do hope Richard reappears.

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