That last step of adding all the maps in one click was so efficient, my eyes actually welled up with tears. That was a great feature right there, bruh!
I just wanna say your tutorials are amazing, detailed yet simple, straight to the point yet no skipping important information. Seriously you are a godsend.
Ive been working with media for going on 7 years now and I've learned all my shit on youtube, I wouldve had gotten fired if youtube didn't exist. For real, this channel is top 5 channels I've come upon, fucking chefs kiss dude.
You deserve way more subscribers. Your tutorials are amazing, especially the Blender material ones, and they've helped (and still are) a lot! Thanks :)
I agree with Justin 100%....your channel is growing so quick and that's proof your doing it right... whenever I am struggling with something...9 times out 10 you answer it...beautifully...thank you...again 😇
*I forgot to mention in the tutorial:* Before baking any texture maps that are not contributing to the base color, (Roughness, Metallic, Normal) *You should set the image's color space to Non Color data.* However, when baking the color map, you should keep it set to sRGB. *Watch the new updated tutorial:* ua-cam.com/video/Se8GdHptD4A/v-deo.html
Actually i'm having problems with my normal baking, the image appears in the uv editor but in very very poor resolution. It's like pixeled. Roughness and Diffuse worked fine. Any help ?
Thanks for your tutorial it is useful for me, very basic and detailed😀 But I think when you create an ImageTexture node to bake textures 2:10, its important to choose which color space to save. For most game engines, they expect certain textures (e.g. normal, metallic and roughness map) are not in sRGB space by default. So choose Non-Color will be much better. Color space issues can cause inaccurate rendering results, this explains why the roughness map must be set to sRGB in minute 10 of the video "How to Bake Metallic Maps in Blender".
Thanks. Yes, I know about this. If the texture map doesn't contribute to the color, or diffuse, of the object, then it needs to be set to Non Color. The weird thing about my throwing hatchet, is that the roughness texture actually looks wrong when set to Non color, and when its set to sRGB, it looks correct. When its set to Non color, the roughness map makes the Hatchet look very rough, and not how it was supposed to look, before the textures were baked. I tried re-baking it multiple times, and had the same issue. I looked it up online, but couldn't find any solution. Its very strange, and has never happened to me before. I don't know for sure, but I wonder if its just a bug in Blender. So even though I know that your supposed to change the roughness maps to Non Color, I changed it to sRGB on the throwing hatchet, because it actually looked correct that way.
*Update:* I get it now! I think I figured out the issue, thanks to your comment. 👍 After you create the roughness texture, but before you bake it, you need to set the Color Space to Non-Color. Then you need to bake the texture. Thanks for the info!
Your tutorial helped me a lot - baking was a terribly strange thing to me and I di not get it from other tutorials, but you explained it that structured, yet calm and easy to understand that my mind finally was able to understand it. And it works just fine with the Godot game engine, tried it out immediately; you have just earned a like and subscribe with this vid :D
Sweet! I've been wanting to figure out how this is done and along comes one of my favorite content creators on the UA-cams to show us how it's done. It's like Ryan can read our minds! 😆 Awesome video my friend! I hope you're having a great weekend so far! 😃
Thank you, you explain everything so well that I understood everything from the subtitles (I know very little English)! No one explains it like you do, even people who speak my native language🙃
Thank you so much this tutorial was awsome. I know nothing about texturing and materials but this still helped me. I love this so much im liking and subbing.
Good video, I have a question or two. How does baking with "Mix Shader" work? Since my material has bunch of separate principled BSDFs being mixed with custom factors, in like a chain of mix shaders, how would bake setting know what is what? Also, does baking help with performance in Blender? My project began to slow down the program due to all the detail properties. I presume I can disable all nodes and only use baked textures to make thing not be as resource intensive. I did find an add-on called "Principled Baker" that's said to be recommended for the "mix-shader-chained" material I have.
Thanks for your knowledge! I have a question, so if I want to procedurally texture a garment, should I mark the seams, position the UV's and then generate the material for the garment? Or is there any extra step to follow when working with UV's and with clothing specifically?
Thank you. Do you have a video on how to UV unwrap clothes with procedural materials for texture bake? So the UVs follow the pattern of the clothing. And relaxing UV's so the texture does not stretch?
When I make it to the final step and make sure that both the object and the node are selected, it just says no valid selected objects at the bottom. After triple checking to make sure all the steps are followed the only thing I can think of is that maybe something is wrong with how my nodes are setup? Any thoughts on a potential fix?
Hmm, I'm not sure why that would happen, if you have the correct object selected. Unless its a different type of object, like a curve or metaball or something. If its not a mesh object, then it might not work for baking.
@@RyanKingArt Thanks for the response! i finally figure it out. It was the "Selected to Active" option that was preventing me from baking the texture. I do have another question though, after getting all my different textures created: the normal, roughness, color, and get them all plugged in, how do I export them as a single texture? Your tutorials have been amazing and I appreciate any input.
How would this work for a model with multiple materials, Like I have emission, metal and leather as separate materials, but I want one single texture in the end. how would that work?
Awesome, thank you! Was looking for this after all the amazing procedural materials you make. Just feel it should be noted somewhere that the normal map needs to be set to non-colour colour space when baking and adding it so one doesn't get weird shadow placements(?) Edit: Also for some reason I have a problem when trying to bake your procedural fabric material, the scale doesn't seem to apply correctly?
Exceptional video....I do have one extra question. Once you re import your maps and connect them to the principled shader, I would assume when you go to burn it off you would do so as combined? I tried this but it seemed like my UVs came out very dark. I'm having to make albedo's for my final burn.
Q: If I wanted to animate my character only in blender and I used procedural materials for the texturing, should I bake it? or will there be performance, time, or texture issues if I dont?
Hi Ryan! I love love love your tutorials and videos, even have some of your procedural packs! I do have a question though, some materials have mixed nodes with multiple colors and what not, when you bake out the maps does it include the entire color? I baked out a rusty metal one and the color is only the rust and not the metal color too. Is there a way to get it with both nodes mixed in? (No idea if this even makes sense lol)
Hey Ryan! Thanks so much for the awesome tutorial, helped alot. But I'm left with just one question: When I apply my 4K baked textures to my model, it seems to have lost quite some detail from the original procedural texture. Does this have to do with the UV scale in the editor? Or perhaps that my procedural texture scale is too big for it all to be captured on 4K? Is there anything I don't know about that could help my case? Thanks alot.
If there's too much data to bake then your baked image is going to have low resolution because there's not enough space in image texture, you can decrease data by lowering your scale value and making the material bigger but the downside of that is your material getting repeated too much if it is tiled. or you can use udim texturing, having multiple image textures for the same object. Also having a good big uv helps with showing more detail. Your scale is too big
At 2:15 The asteroid has a load of vertices! Do I "Apply" all the modifiers from the asteroid project. In what order do I apply, if that is what is done. Oh, and THANKS for all the tutorials that I have been following in the past!
Hmm, I guess it would depend on what you want to use the asteroid for. You could also decimate the mesh with the decimate modifier to make it lower topology. Also, apply any modifiers that you want to apply before texture baking.
Thank you for this tutorial! I have just a problem, the bakes are really slow in the new version of blender (3.1.2), do you think it could be the render setting of cycles? In case what is the best setting?
Thanks! Really cool tutorial! But I cannot bake my procedural materials to textures for some reason. Actually only with the emit type I can do that, but it's not fit for all necessary textures as you know =) Could you help or give me some advice. I was tried to bake them with CPU, GPU (it's a HELL), with CUDA, with OptiX - nothing gonna works for me
What would you do if the materials don't use a Principled BSDF node? For example, if a material used some glossy nodes and a mix shader and that was plugged straight into the surface output.
thank you for amazing tutorial...i have a big problem...when i bake material seams line is visible on texture and i dont know why? i follow the tutorials step by step...and i have seams line alwayes...please please help me
Is the process of texture baking procedural materials same if I have generated a block of map through blender blosm add on? I want to take the map to game engine but it has too many triangles.
Thanks for this tutorial! Do you know if it's possible to bake out Cycle's displacement data, either standard displacement or adaptive subsurface divisions? (If I somehow missed this in the video, I will rewatch.)
Hi! I wanted to ask is there a way to bake textures fully if the original uv unwrapped is bigger than the grid? My scene has objects with grid patterns and when unwrapped, the mesh is bigger than the grid which (I think) caused a problem in the baking. Is there a way to bake it properly while keeping the original grid pattern size?
To do that, you will need to make a new UV map, and bake to it. I actually just posted a tutorial on my channel recently on how to do that exact thing. you can watch it here: ua-cam.com/video/wsO1eozb1Qk/v-deo.html
Might highlight this somehow, up to you, considering how many metallic textures you show folks. If your texture is a metallic texture, you may get a black blank image when you bake. This is caused by your metallic in the nodes being set to 1. I don't know why, but if you turn it down to zero for the duration of your bake, you might find yourself with your intended texture. Took me a while to figure out why I could bake your leather texture but not your metal ones.
Great video Ryan! One thing I don't understand yet - and maybe it's obvious but i'm still rather new to 3D - is why we have to UV unwrap the stone if I plan to use it let's say for a mountain texture after baking and saving it? I'm asking because when you download a texture from CC0 for instance, the preview image does not show the UV unwrap... idk, maybe I just never noticed it before.
the textures you download from free textures websites are different. They are created to be used on any object, where when you bake textures, your baking it for just that one object.
your video are awsome !! please make video on how to compile these texture in asset browser I am not able to do that please help and did you apply sub surface or no
Your tutorials are great, I'm learning lots, but am completely stumped with something. I purchased your asteroid texture and am experimenting using that so I know it's nothing I've done wrong to that point, I've reset Blender defaults, watched your beginner's videos, etc.. I'm trying to texture bake the asteroid but when I reach around 2:23, I create the texture baking image, select UV editing, then hit tab on the right to get into edit mode. Well the object changes to being a smooth shape, it's lost all the details and I don't get the wireframe you seem to have. I can select something to get a wireframe showing but the detail is far lower than you have. The result of the UV map is that it's only got a few islands, nothing like what you've got. No matter what I do, I cannot get past this. If you could help please, I'll be grateful. Thanks.
@@RyanKingArt Thanks for replying but I have no idea what modifiers to apply or how. It gives me a clue anyway so I'll keep researching and experimenting.
*Watch the New Updated Tutorial:* ua-cam.com/video/B2kFeMBBBjc/v-deo.html
Hi Ryan, thanks so much for your tutorials (they've been instrumental in my learning). Can you explain why you don't bake using combined?
@@zarinahsguides4686 combined includes lighting and stuff not just the texture
That last step of adding all the maps in one click was so efficient, my eyes actually welled up with tears. That was a great feature right there, bruh!
Yes, its an amazing feature, and will save you a lot of time!
I just wanna say your tutorials are amazing, detailed yet simple, straight to the point yet no skipping important information. Seriously you are a godsend.
glad it helped!
Ive been working with media for going on 7 years now and I've learned all my shit on youtube, I wouldve had gotten fired if youtube didn't exist.
For real, this channel is top 5 channels I've come upon, fucking chefs kiss dude.
glad you like my videos.
You deserve way more subscribers. Your tutorials are amazing, especially the Blender material ones, and they've helped (and still are) a lot! Thanks :)
Thank you Justin!
Totally agree!!!
@@018FLP Thank you!!
I agree with Justin 100%....your channel is growing so quick and that's proof your doing it right... whenever I am struggling with something...9 times out 10 you answer it...beautifully...thank you...again 😇
Glad my tutorials can help people! I'm happy that I can make Blender tutorials for a living, thanks to all of my supporters! Thank you for watching!
This is fantastic. Very clear explanation even for somebody who's never used Blender before. Excellent job. Thank you!
2 hours i was looking for a video , honestly this guy is brillant at what he does , thank you very much
welcome!
Omg, I been looking on YT for videos to make my own materials and export them to Unity. Thanks 🙏 you are the best.
Glad it was helpful! Thanks for watching
*I forgot to mention in the tutorial:* Before baking any texture maps that are not contributing to the base color, (Roughness, Metallic, Normal) *You should set the image's color space to Non Color data.* However, when baking the color map, you should keep it set to sRGB. *Watch the new updated tutorial:* ua-cam.com/video/Se8GdHptD4A/v-deo.html
Actually i'm having problems with my normal baking, the image appears in the uv editor but in very very poor resolution. It's like pixeled. Roughness and Diffuse worked fine. Any help ?
It looks very good from afar but when i zoom in, it's just pixeled.
Although this is a long way off for me, it's still good to see a clear explanation. Thanks, Ryan.
You're welcome!
Thanks for your tutorial it is useful for me, very basic and detailed😀
But I think when you create an ImageTexture node to bake textures 2:10, its important to choose which color space to save. For most game engines, they expect certain textures (e.g. normal, metallic and roughness map) are not in sRGB space by default. So choose Non-Color will be much better. Color space issues can cause inaccurate rendering results, this explains why the roughness map must be set to sRGB in minute 10 of the video "How to Bake Metallic Maps in Blender".
Thanks. Yes, I know about this. If the texture map doesn't contribute to the color, or diffuse, of the object, then it needs to be set to Non Color. The weird thing about my throwing hatchet, is that the roughness texture actually looks wrong when set to Non color, and when its set to sRGB, it looks correct. When its set to Non color, the roughness map makes the Hatchet look very rough, and not how it was supposed to look, before the textures were baked. I tried re-baking it multiple times, and had the same issue. I looked it up online, but couldn't find any solution. Its very strange, and has never happened to me before. I don't know for sure, but I wonder if its just a bug in Blender. So even though I know that your supposed to change the roughness maps to Non Color, I changed it to sRGB on the throwing hatchet, because it actually looked correct that way.
*Update:* I get it now! I think I figured out the issue, thanks to your comment. 👍 After you create the roughness texture, but before you bake it, you need to set the Color Space to Non-Color. Then you need to bake the texture. Thanks for the info!
Can't thank you enough for this. The last step in exporting Extreme PBR materials to UE5... awesome tutorial!
Glad it was helpful!
Dude, this tutorial is lit! Easiest and straight to the point. Thanks
glad you like it!
Thanks for this. Excellent work. So difficult to find good teachers online.
Glad it was helpful!
thank you Ryan for uploading everyday helpful videos
Glad they are helpful! Thanks for watching.
Firstly, I was recreating the whole shader in game engine. Now I think this is going to help me a lot. Thank you.😁
This tutorial was pretty amazing and I learned alot from it, keep it up, this is going to help me in my project of making my own HDRI
I've been through 3 of your videos today and every single one has helped me so much! Thank you for your work, you saved me from sanity! haha
Glad they are helpful. Thanks for watching!
dude this is awesome, ive been searching for days for this, youre the only helpful vid ive found thanks so much
glad it helped!
I don't usually comment, but i must say your tutorial are the clearest i've found for a while. Thank you a lot :3
glad you like them. thanks for watching!
This is the best and quick tutorial I have seen so far. Thanks a lot man.
Glad it helped! Thanks for watching!
Respect ! Simple, clear and understandably explained! Even as a professional, your tutorials always inspire me! Thank you !
Glad you liked it!
Your tutorial helped me a lot - baking was a terribly strange thing to me and I di not get it from other tutorials, but you explained it that structured, yet calm and easy to understand that my mind finally was able to understand it. And it works just fine with the Godot game engine, tried it out immediately; you have just earned a like and subscribe with this vid :D
Thanks for the sub! Glad you found the video helpful.
Thank you! Before this tutorial, I didn't know how to bake the cards in the blender.
glad it helped
You make baking so easy to follow. I've watched several videos about baking and this is the best one. Liked & subscribed.
Thanks so much!
The baking acutally also helped me understand the color ramp from your plastic tutorial! Thank you for all the videos you put out for us!
glad it helped!
Sweet! I've been wanting to figure out how this is done and along comes one of my favorite content creators on the UA-cams to show us how it's done. It's like Ryan can read our minds! 😆
Awesome video my friend! I hope you're having a great weekend so far! 😃
Thank you very much! My weekend has been good 👍 😀
Just found your channel, you are a god send, thank you good sir
Glad it helped!
Again and again thing that I was scared from, but your tutorials are just straight to the point and clear, thanks Ryan!
hope it helped!
@@RyanKingArt The work got sent to the client so you helped me a lot again!
@@DavidKohout Cool! 👍
Thank you, you explain everything so well that I understood everything from the subtitles (I know very little English)! No one explains it like you do, even people who speak my native language🙃
Glad it was helpful!
Dude, I've been trying to figure out how to do this for the past 2 days 🤣thank you for the tutorial bro!
glad it helped!
Thank you for this, I learnt quite a lot from this video and it has helped me a lot as well. Keep up these great videos they are very educational .
glad it helped! thanks for watching!
Love to see I'm not the only one using blender in Linux
Yeah Linux is epic! 👍
helped me out so much trying to use a procedurral texture in a unreal project, 2 year old video and still helping people \m/
glad it helped!
Thans you a lot, It takes me so long to figure it out until i found this viedo!! 十分感谢!😁
Thanks for watching!
Thank you so much this tutorial was awsome. I know nothing about texturing and materials but this still helped me. I love this so much im liking and subbing.
Glad it was helpful! Thanks!
thank you for this tutorial, extremely helpful, helped me understand a part of blender im seriously needing to learn right this minute.
Glad it was helpful. Thanks for watching!
Just the video I was looking for👍
Thanks for watching!
It was super easy to follow and worked.
cool!
Your tutorials help me so much, thank you, man!
Glad to hear that. 👍
@@RyanKingArt Thank you very much !!❤❤
ive been watching videos for 2 days and only yours work thank you
Good job as always!
Thanks!
Good video, I have a question or two. How does baking with "Mix Shader" work? Since my material has bunch of separate principled BSDFs being mixed with custom factors, in like a chain of mix shaders, how would bake setting know what is what? Also, does baking help with performance in Blender? My project began to slow down the program due to all the detail properties. I presume I can disable all nodes and only use baked textures to make thing not be as resource intensive.
I did find an add-on called "Principled Baker" that's said to be recommended for the "mix-shader-chained" material I have.
I was wondering the same thing.
if you did find an answer, I would really appreciate you telling me.
Thank you for your very instructive videos, you saved my baking textures lol.
Glad it helped!
Thanks for your knowledge! I have a question, so if I want to procedurally texture a garment, should I mark the seams, position the UV's and then generate the material for the garment? Or is there any extra step to follow when working with UV's and with clothing specifically?
You made it clear, thanks
Glad it helped!
Thank you. Do you have a video on how to UV unwrap clothes with procedural materials for texture bake? So the UVs follow the pattern of the clothing. And relaxing UV's so the texture does not stretch?
tysm! The video was clear and very followable as always.
Glad it helped!
Thank you for the tutorial! Any suggestions on baking a specular map?
Like always a great one! Thanks!
Thanks for watching!
Very helpful! Thank you for this tutorial!
Glad it was helpful!
great tut! well explained, Thank you!
Thanks for watching Ben!
thanks for your content!
ive been baking your bark material but the the displacement does not show up in the end.
oh man
you are great!
finally I'm able to do that and upload my model
glad it helped!
AMAZING TUTORIAL THANKS!
Glad you like it!
When I make it to the final step and make sure that both the object and the node are selected, it just says no valid selected objects at the bottom. After triple checking to make sure all the steps are followed the only thing I can think of is that maybe something is wrong with how my nodes are setup? Any thoughts on a potential fix?
Hmm, I'm not sure why that would happen, if you have the correct object selected. Unless its a different type of object, like a curve or metaball or something. If its not a mesh object, then it might not work for baking.
@@RyanKingArt
Thanks for the response! i finally figure it out. It was the "Selected to Active" option that was preventing me from baking the texture. I do have another question though, after getting all my different textures created: the normal, roughness, color, and get them all plugged in, how do I export them as a single texture? Your tutorials have been amazing and I appreciate any input.
Excellent tutorial, thank you!
You're very welcome!
Your the only one that told me that I had to you cycles
How would this work for a model with multiple materials, Like I have emission, metal and leather as separate materials, but I want one single texture in the end. how would that work?
Mix shaders?
@@gerdsfargen6687 hmmm
If I understand your question correctly, then I have another video on that. Here is the link: ua-cam.com/video/wG6ON8wZYLc/v-deo.html
@@RyanKingArt Thanks :D
Thanks man, really appreciate the video
glad you like it!
Awesome, thank you! Was looking for this after all the amazing procedural materials you make. Just feel it should be noted somewhere that the normal map needs to be set to non-colour colour space when baking and adding it so one doesn't get weird shadow placements(?)
Edit:
Also for some reason I have a problem when trying to bake your procedural fabric material, the scale doesn't seem to apply correctly?
Yes, I know that now, and that's why I made an updated tutorial. Links in the description.
hmm, not sure why the fabric isn't baking correctly.
@@RyanKingArt (not sure my first reply went through) Saw the updated tutorial, thanks!
@@RyanKingArt Also I figured out the texture problem. Simply had to crank it to 4k when baking.
Thank you so much excellent video. 👌👌🤗🤗
you're welcome!
Exceptional video....I do have one extra question. Once you re import your maps and connect them to the principled shader, I would assume when you go to burn it off you would do so as combined? I tried this but it seemed like my UVs came out very dark. I'm having to make albedo's for my final burn.
This tutorial is really helps, Thank You ....
Glad it helped!
cool tutorial, however in my case diffuse is black , normals violet without details & roughness is black image, please advice >TY in advance, Bests
Q: If I wanted to animate my character only in blender and I used procedural materials for the texturing, should I bake it? or will there be performance, time, or texture issues if I dont?
I think either way is fine. But yes the performance will be a bit better if you bake the material to maps.
Hi Ryan! I love love love your tutorials and videos, even have some of your procedural packs! I do have a question though, some materials have mixed nodes with multiple colors and what not, when you bake out the maps does it include the entire color? I baked out a rusty metal one and the color is only the rust and not the metal color too. Is there a way to get it with both nodes mixed in? (No idea if this even makes sense lol)
If you have the final combined color plugged into the principled, then it should bake the final colors combined. If you bake the diffuse.
Hey Ryan! Thanks so much for the awesome tutorial, helped alot. But I'm left with just one question: When I apply my 4K baked textures to my model, it seems to have lost quite some detail from the original procedural texture. Does this have to do with the UV scale in the editor? Or perhaps that my procedural texture scale is too big for it all to be captured on 4K? Is there anything I don't know about that could help my case? Thanks alot.
If there's too much data to bake then your baked image is going to have low resolution because there's not enough space in image texture, you can decrease data by lowering your scale value and making the material bigger but the downside of that is your material getting repeated too much if it is tiled. or you can use udim texturing, having multiple image textures for the same object. Also having a good big uv helps with showing more detail. Your scale is too big
Very helpful, thanks!
Glad it was helpful!
Great stuff, I haven't baked shader nodes before (physics yes) and have often wondered on the benefits of doing it. I'll defo give this a try.
thanks for watching! 👍
thanks! very helpful and well stated!
Glad it was helpful!
Great tutorial! thank you
Glad you like it!
At 2:15 The asteroid has a load of vertices! Do I "Apply" all the modifiers from the asteroid project. In what order do I apply, if that is what is done.
Oh, and THANKS for all the tutorials that I have been following in the past!
Hmm, I guess it would depend on what you want to use the asteroid for. You could also decimate the mesh with the decimate modifier to make it lower topology. Also, apply any modifiers that you want to apply before texture baking.
Amazing 🤩🤩
Thanks!
Thank you for this tutorial! I have just a problem, the bakes are really slow in the new version of blender (3.1.2), do you think it could be the render setting of cycles? In case what is the best setting?
If you turn the render samples down, it will bake faster.
@@RyanKingArt It worked, thank you Ryan!
Thanks for this tutorial :) My laptop takes really long time to bake it😂 I want to upgrade my laptop..
Ahh yeah.
Thanks! Really cool tutorial!
But I cannot bake my procedural materials to textures for some reason. Actually only with the emit type I can do that, but it's not fit for all necessary textures as you know =) Could you help or give me some advice. I was tried to bake them with CPU, GPU (it's a HELL), with CUDA, with OptiX - nothing gonna works for me
Thanks a bunch I struggled for hours yesterday and my bake still didn't work but I think I got it now
Thanks for watching!
Great Tutorial thank you
You are welcome!
What would you do if the materials don't use a Principled BSDF node?
For example, if a material used some glossy nodes and a mix shader and that was plugged straight into the surface output.
I'm pretty sure you can bake it the same way.
YYou are the best man! You make my dream to create my own game possible
thank you for amazing tutorial...i have a big problem...when i bake material seams line is visible on texture and i dont know why? i follow the tutorials step by step...and i have seams line alwayes...please please help me
Is there a function (or an addon) which bakes all materials to textures automatically before exporting a model as FBX? Would be awesome.
hmm, not that I know of. you might be able to find an addon for that on the Blender Market.
you're amazing thank you! I find the baking is still pretty slow, any tips for making it faster?
edit: nvm I just used my gpu and turned off denoising
glad you got it baking faster. you can also turn down the samples quite a bit.
Is the process of texture baking procedural materials same if I have generated a block of map through blender blosm add on? I want to take the map to game engine but it has too many triangles.
For some reason, whenever I press to bake the diffuze map it always turn out fully black, even though my object is red. How can I fix this?
Make sure you also select the *image texture*
thank you for video. You very helped🙏😊
glad it helped! thanks for watching.
Thanks for this tutorial! Do you know if it's possible to bake out Cycle's displacement data, either standard displacement or adaptive subsurface divisions? (If I somehow missed this in the video, I will rewatch.)
Yes. You can bake out a displacement map, and then use that for the displacement. 👍
Hi! I wanted to ask is there a way to bake textures fully if the original uv unwrapped is bigger than the grid? My scene has objects with grid patterns and when unwrapped, the mesh is bigger than the grid which (I think) caused a problem in the baking. Is there a way to bake it properly while keeping the original grid pattern size?
To do that, you will need to make a new UV map, and bake to it. I actually just posted a tutorial on my channel recently on how to do that exact thing. you can watch it here: ua-cam.com/video/wsO1eozb1Qk/v-deo.html
@@RyanKingArt I see! Thank you so much I will check it out!!! Thank you for your tutorials haha they are really helpful 🤩
Might highlight this somehow, up to you, considering how many metallic textures you show folks.
If your texture is a metallic texture, you may get a black blank image when you bake. This is caused by your metallic in the nodes being set to 1. I don't know why, but if you turn it down to zero for the duration of your bake, you might find yourself with your intended texture.
Took me a while to figure out why I could bake your leather texture but not your metal ones.
Yeah. its a little annoying but that's what you need to do. turn the metallic to 0, bake the textures, and then you can turn the metallic back up. 👍
what else would i have to bake in the settings when i tried to apply this to your tree texture tutorial?
Great video Ryan! One thing I don't understand yet - and maybe it's obvious but i'm still rather new to 3D - is why we have to UV unwrap the stone if I plan to use it let's say for a mountain texture after baking and saving it? I'm asking because when you download a texture from CC0 for instance, the preview image does not show the UV unwrap... idk, maybe I just never noticed it before.
the textures you download from free textures websites are different. They are created to be used on any object, where when you bake textures, your baking it for just that one object.
@@RyanKingArt after looking further into this and playing around with it I came to the same conclusion. Thanks for the confirmation though!
thank you mate
You're welcome!
if your bake does not work, you might have to turn down the metallic value all the way down to 0
Yep, that's right.
@@RyanKingArt btw. great tutorial, thank you!
and if you bake with metallic on, your bake result will messed up or just black screen
Hey how to uv unwrap very complex 3d models?
Any tips or link to any of your tutorial pls
You might want to check out my UV unwrapping for beginners tutorial.
your video are awsome !! please make video on how to compile these texture in asset browser I am not able to do that please help and did you apply sub surface or no
will this render quicker (in blender) than the procedural material?
Yes it will render faster.
Whats the process for doing this if I have two principal bsdf shaders running into a single mix shader?
Your tutorials are great, I'm learning lots, but am completely stumped with something. I purchased your asteroid texture and am experimenting using that so I know it's nothing I've done wrong to that point, I've reset Blender defaults, watched your beginner's videos, etc.. I'm trying to texture bake the asteroid but when I reach around 2:23, I create the texture baking image, select UV editing, then hit tab on the right to get into edit mode. Well the object changes to being a smooth shape, it's lost all the details and I don't get the wireframe you seem to have. I can select something to get a wireframe showing but the detail is far lower than you have. The result of the UV map is that it's only got a few islands, nothing like what you've got. No matter what I do, I cannot get past this. If you could help please, I'll be grateful. Thanks.
You need to apply the modifiers on the Asteroid object first.
@@RyanKingArt Thanks for replying but I have no idea what modifiers to apply or how. It gives me a clue anyway so I'll keep researching and experimenting.
Okay, so I followed the tutorial and it was great- until I looked at the other side, and the texture was all warped into the middle. Any idea why?