Hello, I updated the script from ChaosGroup Forum for Batch Bake in VRay:
that it works with latest nightly builds (I’m using nightly version 17.11.2014 of Blender 2.72 from ChaosGroup Nightlies):
import bpy
sce = bpy.context.scene
# Initial settings
sce.vray.Exporter.auto_save_render = True
sce.vray.SettingsOutput.img_dir = "//bake/"
sce.vray.BakeView.use = True
sce.vray.Exporter.wait = True
sce.vray.Exporter.autoclose = True
# Selection
for ob in bpy.context.selected_objects:
bpy.ops.object.transform_apply(location= True, rotation= True, scale= True)
<b># >>>> THIS IS THE PART ABOUT UV</b>
<b># bpy.ops.uv.smart_project(angle_limit= 66, island_margin= 0.05, user_area_weight= 0)</b>
<b># >>>> END</b>
# Render
sce.vray.BakeView.bake_node = ob.name
sce.vray.SettingsOutput.img_file = "bake_%s"%(ob.name)
sce.vray.SettingsOutput.img_format = 'PNG'
sce.vray.SettingsPNG.compression = 0
sce.vray.BakeView.uv_channel = 1
bpy.ops.render.render()
# Restore settings
sce.vray.BakeView.use = False
sce.vray.Exporter.wait = False
sce.vray.Exporter.autoclose = False
I’m looking for solution for my problem (obviously I can do it manually):
- 2 selected objects on scene
- I already have UV Map for texturing each one, so I need to add new second UV map (>>>> PART)
- If I run as it is, script generate 2 uv maps only for last selected object
- I dont want to generate texture atlas but i need them baked separately
- More problems in the future!
Thanks to bdancer