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Tag Archives: filtering

Baking signals into textures

Posted on December 30, 2011 by Stefan Reinalter
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Whenever you’re baking signals into texture maps, there’s quite some issues to watch out for, regardless of the signal you’re baking. This post will try to explain issues I ran into while implementing a baking framework.

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Posted in Graphics | Tagged baking, filtering, game engine, gutter, lightmap, molecule, rasterization, texture baking | Leave a reply

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