Hey all, I have a mesh that is UV Unwrapped and has a glsl Shadermaterial applied to it. Is there a known way to bake that texture onto a render target and export that target as a png texture ?
Thanks a lot
Hey all, I have a mesh that is UV Unwrapped and has a glsl Shadermaterial applied to it. Is there a known way to bake that texture onto a render target and export that target as a png texture ?
Thanks a lot
I’m interested if a more straightforward method exist:
For now i’m using an off-screen scene providing an off-screen canvas to the renderer.
with preserveDrawingBuffer: true
//canvas for shader
const canvasShader = document.createElement("canvas");
canvasShader.width = canvasSizeX;
canvasShader.height = canvasSizeY;
const ctxShader = canvasShader.getContext("experimental-webgl",{preserveDrawingBuffer: true});
//renderer
const rendererShader = new THREE.WebGLRenderer({canvas: canvasShader, context: ctxShader, antialias: true, preserveDrawingBuffer: true});
rendererShader.setSize( canvasSizeX, canvasSizeY );
rendererShader.autoClear = false;
const sceneShader = new THREE.Scene();
const cameraShader = new THREE.OrthographicCamera();
cameraShader.position.set( 0, 0, 70 );
cameraShader.lookAt(0, 0, 0);
//draw quad
const planeShader = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
sceneShader.add(planeShader);
then I call a single draw (no loop needed)
rendererShader.render( sceneShader, cameraShader );
Using the canvas to generate an image/texture or whathever else is easy from this point
Just a quick post to confirm that @Oxyn approach is exactly what we are using right now. One small tip: creating a second canvas by code leads to a couple seconds blocking during initialization, specially on mobile (safari), so we create it in advance and make sure it is ready before rendering anything
Are there any examples of this approach? I am confused.
I have a GLSL material and want to export baked in texture since, GLSL material applied to a mesh can’t be exported as GLTF files.
After creating a second canvas with preserveDrawingBuffer to true. How does one extract the texture information say as a png for use the baked in texture for GLTF files. ?
This is something that I have been trying to do and came across this thread.