Look into baking. There are various options including "full bake", which
should give you a texture with all lighting, shaders, etc. applied. I've
not actually tried using that system myself though.
Post by Khalifa LameThanks.
One other thing, please. I need to access the final results of the
texture stack. For example, a texture for the model's color (the
result of blending all the textures that influence color), another for
normals, another for specular, etc.
bpy.types.Texture.evaluate() sounds like it could be useful but it
doesn't take any arguments that could specify which channel to return
eg. color, normal, alpha or spec
You want Object.to_mesh(). It returns a mesh datablock with all
modifiers etc. applied and works on all object types except empties.
Post by Khalifa LameExporting the mesh might not be an option in my situation. I'd
like my renderer to be able to draw on the viewport in real time.
Exporting and then reading back the data would be too slow for this.
The renderer is being designed to make use of the bgl module, so
all of its work is done within the blender application.
I can't find any good example that seems to fit my approach.
cycles doesn't depend on the python API; luxrender and co use
exporters, since they don't have any real time features.
On Tue, Oct 21, 2014 at 7:41 PM, Jeremy Bayley
If you are trying to get you assets without exporting it
might not be possible to do in a simple way. For example if
you have modifiers on an object and you try to link that
object to another project the modifiers are ignored. So if
you don't use export you will probably have the same issue
trying to send data to an external render without doing
system level coding.
On Tue, Oct 21, 2014 at 10:38 AM, Khalifa Lame
How does one retrieve the final (with all modifiers
applied) vertex/face information from objects in a
blender scene? I wish feed the info into an external
renderer.
It would also be nice if it worked with curves/nurbs/meta
and so on.
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