Black shadows
Hey Deft,
I'm sorry for the delay. I was on parental leave for some time, but now I'm back. As I've understood so far is that you've
-managed to join all geometry into one
-created a second uv set for the texture atlas that is meant to have shadows in it (described in section 2 of my tutorial).
-You've setup a sunlight pointing towards the geometry that is meant to be lit
->When starting the bake process the texture atlas just renders black.
Have you read the tutorial concerning this issue?
Here is what is in the tutorial (without the images):
When a baked texture is partly or completely black:
Sometimes when baking a texture for a normal surface or for a surface with audience texture, it will
just look black or just too dark, even though all light sources are set up right. One reason for this to
happen is when the surface‘s normals are pointing to the wrong direction. Blender uses the normals
to know which side of a triagle is the one where it checks if it is „seen“ by a lightsource. If the
normals are pointing to the wrong direction this side of the triangle, it is then not lit by any light
source and as a result it renders black.
To check normals directions, just select the object with the problematic surface and go to edit mode.
At the side panel of the 3D window, enable normal display and scale the normals big enough so you
can see them. As an example, see Image 25 and Image 26. In Image 25 the normal of the top of the
cube is wrong; it is correct in Image 26. If there are indeed normals pointing in the wrong direction,
click on flip normals like shown in Image 27
Also make sure you have the right uv set selected when starting the baking.
If you still can't get it to work, then
please upload your park in a dropbox or other webspace and send me the link here, then I'll see what I can do.
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