Free ML-Powered Normal/Height Maps From Color!
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- Опубліковано 22 сер 2024
- DeepBump by HugoTini on GitHub:
github.com/Hug...
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Music: Right Timing - Cushy.mp3
this is super helpful...just the uv transfer bake wow simple bake got to check that out
Glad it's useful! I mentioned under a different comment, I found a way to bake from one UV to another with no addons: you just bake between two identical meshes with different UV maps. In Cycles, check Selection To Active, Extrude setting 0.001, and meshes should be perfectly aligned. That's all it takes. Can also work with a remesh.
To "transfer" a bake to a better uvmap layout there is a FREE ADDON called "Transfer Image" by Amandeep, you'll find it in the n-panel of the Shader Editor, it's really easy to use much much more intuitive and no mistake-prone than the Blender "vanilla" method, just remember these 3 simple steps: A) your asset must be unwrapped (doh!) , B) you must give your asset a second UVmap by using the Blender UV Maps small interface you can see at minute 08 and 40 seconds, C) you must click on the image node in your Shader Editor f.e. your albedo map otherwise the addon's button will tell you "no images founds!" (doh!).
Hey Boro, i want to express my love to your videos i have watched all of your videos, and enjoyed them. keep making amazing videoz. hope someday we will abel to play you game best regards☺️
Thanks much! Will do my best :)
7:42 You can create 2 Image textures in the Material. Then you have to plug in uv map nodes into the vectors of the image textures. On the texture that's plugged into your main material (so the one created by the photoscan) select the uv map generated by the photoscan. On the separate texture select the new uv map. Then make sure the separate texture is selected and bake albedo using cycles. Now you should have a new texture for the new uv map :)
all my 3D modeling knowledge comes from your videos and i gotta be honest, this was the first video which i didnt understand at all. the colors of the fancy maps look cool tho x'D
at the same time i'm not trying to learn anything here, i enjoy watching your videos and your game looks really interesting
Haha well, I'll try to make some more mainstream stuff next. Just wanted to share this cool tip today
@@BoroCG i was absolutely not complaining, you probably helped a lot of ppl with that video who are learning with you :D always entertaining, even when it looks like some strange sci-fi-magic to me xD
Uhm... pretty cool workflow!
By the way... What if you do this, for the UVs? Duplicate the object, remesh it in quads, use a shrinkwrap modifier, apply the modifier, uwrap it how you like it and bake the color on the quad mesh? In this way you have a nice quad mesh from a 3d scanned object with little effort
I've just tried to bake between two identical meshes with different UV maps. No addons, just Selection To Active. It worked!
So, that's how you bake from one UV to another with clean Blender. Same would work for baking to a remeshed model, but probably with some artifacts and trial-and-error with Extrusion and Ray Distance settings
@@BoroCG For something like that I reccomend using a cage, more than using ray distance. You can create easily a cage mesh using a shrinkwrap modifier. The modifier have a value called "offset" that will expand/deflate the mesh based on the target mesh. So, you can duplicate your low poly use a shrinkwrap modifier with an offset that will encompass all the high poly mesh... When you bake just say to blender:"Ehi! Use this cage mesh for the baking".
In this way you have:
- A low poly quad mesh
- A nice uv texture
- Some good normals
In a very short time.
Hello from the Ukrainian blender community!
Looks like you can do the baking with stock Blender, just have to ensure you have selected the new UV map in the "Object Data Properties" tab (down-pointing green triangle with circles at the corners), but leave the little camera icon next to it disabled; and select the texture node for the new texture in the shader editor as usual.
Oooh thanks, I'll have to check it out
@@BoroCG i figured out how to plugin in all these maps into the model so it displays as it would in game with all that material texture shown. this is pulled from a game like gta for example. because the model doesnt have a working uv map when ive pulled it from the game, even though somehow the textures show where they need to, i also figured out i can make a new uvmap layout / re unwrap everything on the new layout and bake all those imported textures on the new uv map. this has been useful when im remaking or remodelling from games i like that have things that inspire me or i want an asset from one game in another game for personal use :)
i just thought id let you know whats possible with a nit of research. but i am happy to share my node layout if youd like
The best normal map generator is the NVIDIA Texture tools dds exporter. It is next level
Not that you need to know how, but it's simple to tranfer between uv layouts. You simple use the input:UV node into the source image texture and destination image texture and assign the relavent uv layouts, and then bake normally what you want to tranfer between.
Your pullover is so cool!
There is also another catch to 3D scanning.
At times, the 3D scanner does not know, what parts belong to the Texture and what to the mesh. The newer i-Devices have a depth scanner so this problem is mitigated, but can still happen, with very fine details.
You can rebake Textures onto new UVs in Vanilla Blender, but it gets very tedious because the initial UVs are so terrible. Having a Plugin, that does this work for you is really not a bad choice.
I have no way to install the dependencies, onnx even if I run Blender 3d as administrator.
What to do, I get the following error:
Command '['E:\\game\\\Blender 2.90.1\\blender.exe', '-m', 'pip', 'install', 'onnxruntime']' returned non-zero exit status 1.
I would be very grateful.
Thank you.
Boro, thank you very much. Question: how would the new maps be applied to the mesh so that it can be 3D printed with physical details.
I know this is a little older but there is a way to bake one UV to another. I did this with a 3d scan once before and it worked well. I made a remesh of my 3d scan, used Shrinkwrap to get the form back and then just baked Selected to Active and choose color map for example. But I guess it works as well as what you did with the addon
I just tried it and the Height map from Normal result was pretty disappointing in my case.
Looks like all the detail got lost and the bit-depth seems too low, resulting in ugly banding.
hi i tried the deep bump and installed successfully.. but when i press N theres no deepbump..any fix for this?
The free program that I always used was xnormal.
Yeah xNormal is a popular app for baking hi-poly geometry on a low-poly mesh, while here we simply convert a base color map into a normal map, no hi-poly involved. No low-poly involved as well for that matter
@@BoroCG I believe the same thing can be accomplished however with x normal. Of course this method looks more stream lined.