{"id":3642,"date":"2022-10-13T10:51:56","date_gmt":"2022-10-13T10:51:56","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=3642"},"modified":"2023-01-10T15:49:39","modified_gmt":"2023-01-10T15:49:39","slug":"texture-baking-tools","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/paint\/paint-workspace-menus\/textures-menu\/texture-baking-tools\/","title":{"rendered":"Doku Baking Ara\u00e7lar\u0131"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Daha \u00f6nce a\u00e7\u0131kland\u0131\u011f\u0131 gibi, bu ara\u00e7, y\u00fczey topolojisi bake istedi\u011finiz iki kafes (referans ve d\u00fc\u015f\u00fck poli) aras\u0131nda e\u015fle\u015fmese bile ayr\u0131nt\u0131lar\u0131 normal veya displacement map g\u00f6re bake olanak tan\u0131r.<br \/> Bu arac\u0131 kullanmak i\u00e7in baz\u0131 ayr\u0131nt\u0131l\u0131 ad\u0131mlar \u015funlard\u0131r: <\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"544\" height=\"523\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/TextureBakingTool.jpg\" alt=\"\" class=\"wp-image-3199\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/TextureBakingTool.jpg 544w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/TextureBakingTool-300x288.jpg 300w\" sizes=\"(max-width: 544px) 100vw, 544px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Yer De\u011fi\u015ftirme haritas\u0131 i\u00e7in<br \/> A\u00e7.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li> Mevcut d\u00fc\u015f\u00fck poli a\u011f\u0131 kullan\u0131n.<\/li>\n\n\n\n<li> P\u00fcr\u00fczs\u00fcz a\u011f<\/li>\n\n\n\n<li> Pozisyonlar\u0131 koru<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"> Kapamak:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li> Orijinal konumlar\u0131 kullan <\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Normal bir harita i\u00e7in.<br \/> A\u00e7.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li> Mevcut d\u00fc\u015f\u00fck poli a\u011f\u0131 kullan\u0131n.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"> Kapamak.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li> Orijinal konumlar\u0131 kullan<\/li>\n\n\n\n<li> P\u00fcr\u00fczs\u00fcz a\u011f <\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> &#8220;Ge\u00e7erli d\u00fc\u015f\u00fck poli \u00f6rg\u00fcy\u00fc kullan&#8221; ve &#8220;D\u00fczg\u00fcn a\u011f&#8221;\u0131n a\u00e7\u0131k olmas\u0131 ve &#8220;orijinal konumlar\u0131 kullan&#8221;\u0131n kapal\u0131 olmas\u0131 gerekir. displacement map elde etmek i\u00e7in &#8220;D\u00fczg\u00fcn a\u011f&#8221; se\u00e7ene\u011fini ayarlaman\u0131z gerekir \u00e7\u00fcnk\u00fc yer de\u011fi\u015ftirme, sahnedeki nesne ile d\u00fczle\u015ftirilmi\u015f girdi a\u011f\u0131 aras\u0131ndaki fark olarak hesaplan\u0131r. Ge\u00e7erli a\u011f \u00fczerinde yans\u0131tmak istiyorsan\u0131z &#8220;Ge\u00e7erli d\u00fc\u015f\u00fck poli a\u011f\u0131 kullan&#8230;&#8221; se\u00e7ene\u011fini i\u015faretleyin. Bu durumda, yer de\u011fi\u015ftirmeyi istiyorsan\u0131z &#8220;Orijinal konumlar\u0131 kullan&#8230;&#8221; ve &#8220;P\u00fcr\u00fczs\u00fcz a\u011f&#8221; se\u00e7eneklerini i\u015faretlemek ve yaln\u0131zca normal map istiyorsan\u0131z bunlar\u0131n i\u015faretini kald\u0131rmak daha iyidir.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Geometriyi bozdu\u011funuz, ancak dokuyu bozulmadan b\u0131rakt\u0131\u011f\u0131n\u0131z i\u00e7in, a\u011f, d\u00fc\u015f\u00fck poli modunda uygunsuz g\u00f6r\u00fcn\u00fcyor. Bu durumda, bir pi\u015firme arac\u0131 size yard\u0131mc\u0131 olabilir. Yeni olduk\u00e7a bozulmu\u015f a\u011f\u0131 d\u00fc\u015f\u00fck poli a\u011f \u00fczerine yans\u0131tmal\u0131s\u0131n\u0131z. Bu \u015fekilde bozuk dokular elde edersiniz. Buradaki normal harita g\u00f6rsellerinden de g\u00f6rebilece\u011finiz gibi alttaki resim di\u011ferinden daha detayl\u0131. Texture Baking arac\u0131 kullan\u0131larak olu\u015fturuldu, \u00fcstteki basit bir export i\u015fleviyle yap\u0131ld\u0131. <\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"300\" height=\"92\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/11\/tbt-export.jpg\" alt=\"\" class=\"wp-image-4194\"\/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"> Micro-vertex yakla\u015f\u0131m\u0131yla, her y\u00fcz (yaln\u0131zca d\u00f6rtl\u00fcye izin verilir), bir N\u00d7M k\u00f6\u015fe par\u00e7as\u0131 olarak temsil edildi (N ve M her y\u00fcz i\u00e7in farkl\u0131 olabilir).<br \/> Her k\u00f6\u015fenin uzayda rengi ve koordinatlar\u0131 vard\u0131, bu nedenle her t\u00fcrl\u00fc yer de\u011fi\u015ftirmeye izin verildi. Ancak bu yakla\u015f\u0131m s\u0131n\u0131rl\u0131yd\u0131, \u00e7\u00fcnk\u00fc d\u00f6rtl\u00fc olmayan y\u00fczlere sahip kafesleri d\u00fczenlemek \u00e7ok zordu ve dokuya bir yama yans\u0131tmak kalite kayb\u0131na neden oluyordu. Bir dokuyu i\u00e7e import , d\u00fczenlemek ve export zordu \u00e7\u00fcnk\u00fc d\u0131\u015fa aktarma sonras\u0131 doku biraz bulan\u0131k g\u00f6r\u00fcn\u00fcyordu. Bu nedenle Per-Pixel Painting uygulamaya karar verdik. \u0130\u015fte bu teknolojinin temel noktalar\u0131:<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Painting, k\u00f6\u015feler \u00fczerinden de\u011fil, do\u011frudan doku \u00fczerindeki pikseller \u00fczerinden ger\u00e7ekle\u015ftirilir. G\u00f6r\u00fcn\u00fc\u015fe g\u00f6re dokudaki her piksel uzayda bir nokta olarak temsil ediliyor. Her piksel, herhangi bir say\u0131da renk, opakl\u0131k, normal yer de\u011fi\u015ftirme ve aynasall\u0131k Katman\u0131 i\u00e7erir.<br \/> Her Katman, renk ve yer de\u011fi\u015ftirme i\u00e7in iyi bilinen kar\u0131\u015ft\u0131rma i\u015flemleri kullan\u0131larak bir \u00f6ncekiyle kar\u0131\u015ft\u0131r\u0131labilir.<br \/> Uzaydaki her doku noktas\u0131n\u0131n , per-pixel g\u00f6sterimde kom\u015fular\u0131 vard\u0131r. Bu \u00f6nemlidir, \u00e7\u00fcnk\u00fc yaln\u0131zca modelin \u00fczerini boyaman\u0131za de\u011fil, ayn\u0131 zamanda bulan\u0131kla\u015ft\u0131rma ve f\u0131r\u00e7ayla keskinle\u015ftirme gibi yerel olmayan i\u015flemleri de ger\u00e7ekle\u015ftirmenize olanak tan\u0131r.<br \/> Boyama, doldurma ve e\u011fri uygulama gibi baz\u0131 i\u015flemler uzayda, baz\u0131lar\u0131 ise lekeleme gibi projeksiyonda ger\u00e7ekle\u015ftirilir. B\u00fct\u00fcn bunlar kullan\u0131c\u0131 i\u00e7in \u015feffaft\u0131r.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u00c7o\u011fu i\u015flem (iste\u011fe ba\u011fl\u0131 olarak) bir nesnenin yaln\u0131zca g\u00f6r\u00fcnen taraf\u0131nda de\u011fil, ayn\u0131 zamanda g\u00f6r\u00fcnmeyen taraf\u0131nda da ger\u00e7ekle\u015ftirilebilir; \u00f6rne\u011fin e\u011friler uygulamak, dolgu yapmak ve y\u00fczey \u00fczerinde halkalar, dikd\u00f6rtgenler ve \u00e7okgenler boyamak.<br \/> Di\u011fer uygulamalarla de\u011fi\u015fim h\u0131zl\u0131 hale gelir ve kalite kayb\u0131 olmaz, b\u00f6ylece son bir dokunu\u015f i\u00e7in boru hatt\u0131n\u0131n herhangi bir a\u015famas\u0131nda 3DCoat kullanabilir veya tam tekst\u00fcre ger\u00e7ekle\u015ftirebilirsiniz.<br \/> normal map import ve doku boyama i\u00e7in referans olarak kullanabilirsiniz. Normal haritalar da de\u011fi\u015ftirilebilir, biraz yumu\u015fatma (diki\u015flerin \u00fczerine de\u011fil) uygulayabilir veya baz\u0131 alanlar\u0131 soldurabilirsiniz. Dokular \u00fczerinde kusursuz boyama ve yumu\u015fatma olu\u015fturur.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Per-Pixel boyaman\u0131n Micro-Vertex boyamaya k\u0131yasla yaln\u0131zca bir dezavantaj\u0131 vard\u0131r: per-pixel boyama vekt\u00f6r yer de\u011fi\u015ftirmeyi desteklemez, yaln\u0131zca normal yer de\u011fi\u015ftirmeyi destekler. Bazen bu i\u015flevsellik fark\u0131 \u00f6nemlidir, bu nedenle her iki yakla\u015f\u0131m\u0131 da se\u00e7enek olarak b\u0131rakt\u0131k.<br \/> \u00d6rne\u011fin, f\u0131r\u0131nlanm\u0131\u015f voksel heykelleri boyamak i\u00e7in Micro-Vertex yakla\u015f\u0131m\u0131n\u0131 kullanmak size daha iyi sonu\u00e7lar verir. per-pixel boyaman\u0131n ek avantajlar\u0131 \u015funlard\u0131r:<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Modelin arkas\u0131ndaki pikselleri etkileme yetene\u011fi (doldurma, bulan\u0131kla\u015ft\u0131rma ve genel efektler uygulama.)<br \/> \u2022 Resim kalitesi, nesneden kameraya olan mesafeye ba\u011fl\u0131 de\u011fildir.<br \/> \u2022 Daha hassas boyama: Ne g\u00f6r\u00fcrseniz onu elde edersiniz. Micro-Vertex boyamaya g\u00f6re en \u00f6nemli avantaj, f\u0131r\u00e7an\u0131n alt\u0131ndaki pikselleri bulan\u0131kla\u015ft\u0131rma yetene\u011fidir. Bu m\u00fcmk\u00fcnd\u00fcr, \u00e7\u00fcnk\u00fc her pikselin bulan\u0131kla\u015ft\u0131r\u0131labilece\u011fi bir kom\u015fusu vard\u0131r. <\/p>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"painting_with_depth\"> Derinlemesine Painting <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:paint_workspace:baking#painting_with_depth\"><\/a><\/h4>\n\n\n\n<p class=\"wp-block-paragraph\"> 3DCoat Painting ayn\u0131 anda en fazla 3 &#8220;kanalda&#8221; ger\u00e7ekle\u015ftirilebilir &#8211; Derinlik, Renk ve Parlakl\u0131k. \u00dcst ara\u00e7 \u00e7ubu\u011fundaki ilgili simgeye t\u0131klayarak kullanmak istedi\u011finiz kanallar\u0131 etkinle\u015ftirin veya devre d\u0131\u015f\u0131 b\u0131rak\u0131n.<br \/> Fare i\u015faret\u00e7isini bu simgelerin \u00fczerine getirdi\u011finizde ek bir se\u00e7enekler men\u00fcs\u00fc a\u00e7\u0131l\u0131r.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Eklemeli boyama se\u00e7ene\u011fi en iyi \u015fekilde sa\u011fdaki \u015femada g\u00f6sterilmektedir. Etkinle\u015ftirilmedi\u011finde, f\u0131r\u00e7a darbeleri platosunu ayn\u0131 derinlik seviyesinde ge\u00e7mek &#8211; etkinle\u015ftirildi\u011finde, ayn\u0131 darbeler boyan\u0131n darbelerin kesi\u015fti\u011fi her yerde &#8220;y\u0131\u011f\u0131lmas\u0131na&#8221; neden olur. Ayr\u0131ca, se\u00e7enek devre d\u0131\u015f\u0131 b\u0131rak\u0131l\u0131rsa, \u00f6rt\u00fc\u015fme davran\u0131\u015f\u0131 yaln\u0131zca ge\u00e7erli Katmanda \u00e7izilen konturlara uygulan\u0131r.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Boyal\u0131 konturunuzun derinli\u011fi, farenin Sa\u011f d\u00fc\u011fmesini bas\u0131l\u0131 tutup yukar\u0131 veya a\u015fa\u011f\u0131 s\u00fcr\u00fckleyerek &#8220;an\u0131nda&#8221; kontrol edilebilir. Derinlik yo\u011funlu\u011fu, boyama imleci i\u00e7indeki orta renkli ve konturlu \u00e7izgi ile g\u00f6rsel olarak g\u00f6sterilir (varsay\u0131lan olarak k\u0131rm\u0131z\u0131d\u0131r). Bu orta konturun \u015fekli, birincil Brush Panelinde se\u00e7ti\u011finiz Alfa&#8217;n\u0131n \u015feklini yans\u0131t\u0131r.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Derinlik yo\u011funlu\u011fu, &#8220;+&#8221; veya &#8220;-&#8221; tu\u015funa basarak veya fare kayd\u0131rma tekerle\u011fini ileri veya geri d\u00f6nd\u00fcrerek klavyeyle de kontrol edilebilir. Bir prob ucu kullan\u0131rken, &#8220;a\u015f\u0131r\u0131 h\u0131zlanma&#8221; vuru\u015funu \u00f6nlemek i\u00e7in daha az bas\u0131n\u00e7 kullan\u0131n.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Micro-Vertex modunda boyama yaparken ve a\u011f\u0131n\u0131z\u0131n \u00e7\u00f6z\u00fcn\u00fcrl\u00fc\u011f\u00fc d\u00fc\u015f\u00fckse, y\u00fcksek derinlik yo\u011funluklar\u0131yla boyama, ani a\u011f bozulmas\u0131na neden olabilir.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Boyal\u0131 derinlik konturunuzun yumu\u015fat\u0131lmas\u0131, \u00fcst Brush ara\u00e7 \u00e7ubu\u011fundaki &#8220;Yumu\u015fatma&#8221; kayd\u0131r\u0131c\u0131s\u0131 kullan\u0131larak veya &#8220;Shift&#8221; tu\u015fu ve Farenin Sa\u011f d\u00fc\u011fmesini bas\u0131l\u0131 tutup yukar\u0131 veya a\u015fa\u011f\u0131 s\u00fcr\u00fckleyerek ayarlanabilir. Bu i\u015flev i\u00e7in klavye k\u0131sayolu &#8220;Shift +&#8221; veya &#8220;Shift -&#8221; \u015feklindedir. Yumu\u015fatma modundayken orta f\u0131r\u00e7a profili \u00e7izgisi varsay\u0131lan olarak ye\u015fil olur.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":3479,"menu_order":1,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[],"class_list":["post-3642","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Texture Baking Tools - 3DCoat Belgeleri<\/title>\n<meta name=\"description\" content=\"Daha \u00f6nce a\u00e7\u0131kland\u0131\u011f\u0131 gibi, bu ara\u00e7, y\u00fczey topolojisi bake istedi\u011finiz iki a\u011f aras\u0131nda e\u015fle\u015fmese bile ayr\u0131nt\u0131lar\u0131 normal veya displacement map bake olanak tan\u0131r.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" 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