I have a procedural rock wall material that I want to bake down and have created the Diffuse, normal, and roughness map and need to bake a displacement. Cycles doesn't have a displacement bake, as you mention so you are using the height from the material to create one...except that material you have has the height coming out of a group, when I open that group to see where it gets the height input to see how I can set my much simpler node tree, I see about a hundred nodes in a spaghetti tree. So, from a normal set of nodes, where am I getting height to create the displacement map?
The height is always the final input that goes into the displacement socket on the material. So to render out the height simply plug that final output into the emission slot as shown in the video. It doesnt matter how complicated the node setup before that final output is :-)
Great video, but is that possible with materials that only work in eevee? If I bake them in cycles, they dont work anymore 😅 (my materials are cel shaded with outline, only working in eevee, and I cant make them again because 300+ are massivly time consuming)
@@KaizenTutorials thanks for the fast reply! And no, I couldnt find one yet. When I created my materials I was like "yeah if it wont work in Unity I just bake them" but i completely fogot eevee cant bake. And now i dont have enough time to remake them all. Oh man. You could think its possible to just convert the material into an UV map or whatever, but no, I cant find anything 😫 (first time working with Unity for University, man, i really messed that part up XD)
@@Namivi well you could aplly the material to a plane and set it to an emission shader, add a camera and align it to the top of plane. Set render resolution to a texture like resolution like 2048x2048 and just render the textures as images and save those..
Kaizen for example, when I bake my material, everything seems to be okay in blender but when I try to apply the material in Sketchfab for example the material is completely messed up. The proportions are wrong and stuff like that. Do you know what should I do ?
I am having an issue I set up a different kind of texture where i used color ramps and noise nodes to make a rock texture. I am having an issue where there are awkward lines going through the final sphere after I apply the images and it is all messed up at the poles
Hmmm well UV Spheres always have some issues with displacement, that's due to the way their UV's are layed out. The top faces are all triangles and thus can create issues on materials with Strong displacement. Try to use it on a plane and see if it looks fine there. Then it should be good! For the sphere you can always dial down the amount of displacement to get rid of the worst of it. Hope that helps any! If not; feel free to shoot me an e-mail @ kaizentutorials@gmail.com with your issues.
No worries, your English is fine! But I'm not entirely sure what you mean. To export the height I've got the height output plugged into the base color of the principled BSDF. If you mean the green node after the texture coordinate node; that's a Node group for the material that I'm using in this tutorial. You can find the material in the Blenderkit add-on, which you can download and install for free! Hope that helps :-)
I don't intend to export anything to game engines, or other software but create animated characters inside of Blender using EEVEE. I have a number of procedural textures on my characters, some fairly involved but, given that I'm rendering on a RTX 3090, what would I gain by baking? Won't baking the texture freeze the lighting for my character?
No, that's why you disable the direct lighting in the base color bake. The other maps don't use the lights. So if you just disable the lights affecting the base color bake, it should look just fine with your scene lighting! I have a newer video on the subject called Creating Game Assets in Blender. You can check that out to get a bit more info on the process of unwrapping and baking in Blender.
Baking down your displacement to a height map makes it so you can use it in engines such as UE, Unity and Marmoset and still get displacement working without the need for additional geometry. This is very simplified but sortof explains the idea!
Great tutorial, love your videos. This also keeps everything inside Blender so you're not dancing back and forth between graphic or third party online map creation software. I always hate incorporating third party solutions.@@KaizenTutorials
@@KaizenTutorials So, basically no, alright. I'm trying to make noise based textures for Unreal Engine, but can't find any guidance on how to make them seamless.
@@GreyManFaustus Blender can procedurally generate noise texture. Procedural texture is always seamless. If you want to map the noise texture to the shape of the 3D object, click on the Noise Texture node and hit Ctrl+T, it will create Texture Coordinate and Mapping nodes before it, and make sure it takes 'Object' input from the Texture Coordinate node. This video is just to guide you on 'baking' the texture, not generating a new one. You do the baking after you're done setting up all the textures mainly to improve performance.
@@leodash_ I tried that. If I bake such a texture based off a square plane and put it onto something else, there will be seams. I found a way to loop noise by now and that works well.
Ok good to hear! You can also use a free node created by Erindale (you can find it online somewhere). This will let you blend seams for image textures!
@@KaizenTutorials i do, but theres been various things giving me issues for a while now on this project file, im gonna copy the objects im working on into their own project files and see if i can get it to work from there
Hi, thank you for amazing tutorial, the best about texture baking I ever seen. So if I really understood, we have to bake it individually. For example I want to bake the 3 things: Diffus/Normal/Roughness. If there are 5 BSDF node, then I need to do it 3x5 individually?
Well you'll have to bake each map individually PER material yes. So if you have 3 materials and each fo these have 5 maps (Diffuse, Normal, Roughness, Metal, Displacement) you'll have to bake each of those for each individual material!
It doesn't work for me, I have a procedural texture of a planet but it's too eavy to work with so I tr to bake the texture but it doesn't bake like it look on the sphere.
Hmm.. are you baking emit values? So make sure to bake the emit value of each map and when then using them for the material also make sure to use non-color data for the image textures for metallic, roughness, normal and alpha. Only use color-data for the base color image texture!
@@KaizenTutorials I don't think I use emit values, I use mix rgb with noises textures. On my sphere I have separate contients and ice polar but when I bake, I have just one shape without my ice polar.
baking the texture this way doesnt work. I have created a planet model that is 100x100 meters. trying to render it this way litteraly doesnt render. after 24 hours it has not reached 1%. However in viewport this thing is fine. not lag at all.
@@KaizenTutorials4096x4096. In order to create the planet I mixed together a bunch of noise textures and used multiple principeled BSDFs. I found a workaround though: Delete every Principeled BSDF and replace it with a diffuse BSDF. Set roughness to 1. Then render. After that do the same with metalic, roughness, specular and emission maps. Always rendering them as color only map.
Make sure to click 32-bit Float when creating the new image for the displacement bake. Displacement maps need the extra bit depth to avoid banding.
Very good tip! Thanks!
You man are a legend ! i couldnt find a working baking texture tutorial for eevee textures
Glad to help! 🙌🏻
Also remember to set color management settings to sRGB and view transform to standard. Because Filmic alters the colors of the image
Good one, thanks for pointing this out!
@@KaizenTutorials you're welcome. And thanks for making these awesome tutorials :)
Those displacement workarounds are a huge help to me! Thank you.
Great to hear!👍
I have a procedural rock wall material that I want to bake down and have created the Diffuse, normal, and roughness map and need to bake a displacement. Cycles doesn't have a displacement bake, as you mention so you are using the height from the material to create one...except that material you have has the height coming out of a group, when I open that group to see where it gets the height input to see how I can set my much simpler node tree, I see about a hundred nodes in a spaghetti tree. So, from a normal set of nodes, where am I getting height to create the displacement map?
The height is always the final input that goes into the displacement socket on the material. So to render out the height simply plug that final output into the emission slot as shown in the video. It doesnt matter how complicated the node setup before that final output is :-)
Thanks a lot
tip on displacement was perfect!
No problem, glad you liked it!
Nice! 👍
Thank you! Cheers!
Excellent tutorial! Thanks a lot!
Thank you!
I heard about an add-on called "Simple Bake" is that automate the process.
I'll check it out! Thanks for sharing
So what is the difference doing it this way and doing it through bake from multires, which has specific displacement baking option?
Honestly didn't know that was an option and maybe at the time of recording this video it wasn't actually!
Thank you sir. that was great tutorial
You’re welcome!
Helped me alot thanks!
Glad to hear it!
Thank you for the tip with UV cordinate system. Realy nice tip. :)
Glad it helped! 🙌
Great video, but is that possible with materials that only work in eevee? If I bake them in cycles, they dont work anymore 😅 (my materials are cel shaded with outline, only working in eevee, and I cant make them again because 300+ are massivly time consuming)
Ah, no as far as I know you can't bake in EEVEE :-( Maybe there's an addon to do it?
@@KaizenTutorials thanks for the fast reply! And no, I couldnt find one yet. When I created my materials I was like "yeah if it wont work in Unity I just bake them" but i completely fogot eevee cant bake. And now i dont have enough time to remake them all. Oh man. You could think its possible to just convert the material into an UV map or whatever, but no, I cant find anything 😫 (first time working with Unity for University, man, i really messed that part up XD)
@@Namivi well you could aplly the material to a plane and set it to an emission shader, add a camera and align it to the top of plane. Set render resolution to a texture like resolution like 2048x2048 and just render the textures as images and save those..
@@KaizenTutorials you're right 🤔 Thanks I'll try!
Thank you
Brilliant stuff
excellent tips
Glad you think so!
Kaizen for example, when I bake my material, everything seems to be okay in blender but when I try to apply the material in Sketchfab for example the material is completely messed up. The proportions are wrong and stuff like that. Do you know what should I do ?
Hmm that's weird. I'd assume it's a scale issue. I'd make sure you have all transforms applied in Blender before exporting and then try again.
I am having an issue I set up a different kind of texture where i used color ramps and noise nodes to make a rock texture. I am having an issue where there are awkward lines going through the final sphere after I apply the images and it is all messed up at the poles
Hmmm well UV Spheres always have some issues with displacement, that's due to the way their UV's are layed out. The top faces are all triangles and thus can create issues on materials with Strong displacement. Try to use it on a plane and see if it looks fine there. Then it should be good! For the sphere you can always dial down the amount of displacement to get rid of the worst of it. Hope that helps any! If not; feel free to shoot me an e-mail @ kaizentutorials@gmail.com with your issues.
Hi
How do you give the Height option?
What is the next thing you are connecting after the texture coordinates?
Sorry for my bad english.
No worries, your English is fine! But I'm not entirely sure what you mean. To export the height I've got the height output plugged into the base color of the principled BSDF. If you mean the green node after the texture coordinate node; that's a Node group for the material that I'm using in this tutorial. You can find the material in the Blenderkit add-on, which you can download and install for free! Hope that helps :-)
I don't intend to export anything to game engines, or other software but create animated characters inside of Blender using EEVEE. I have a number of procedural textures on my characters, some fairly involved but, given that I'm rendering on a RTX 3090, what would I gain by baking? Won't baking the texture freeze the lighting for my character?
No, that's why you disable the direct lighting in the base color bake. The other maps don't use the lights. So if you just disable the lights affecting the base color bake, it should look just fine with your scene lighting! I have a newer video on the subject called Creating Game Assets in Blender. You can check that out to get a bit more info on the process of unwrapping and baking in Blender.
Is the displacement adding geometry that takes a toll when rendering animation or, does the baking process avoid the extra load on rendering in eevee?
Baking down your displacement to a height map makes it so you can use it in engines such as UE, Unity and Marmoset and still get displacement working without the need for additional geometry. This is very simplified but sortof explains the idea!
Great tutorial, love your videos. This also keeps everything inside Blender so you're not dancing back and forth between graphic or third party online map creation software. I always hate incorporating third party solutions.@@KaizenTutorials
I was just going to ask about cooking when I saw your video😂
Haha what a coincidence 🙏🏻
Thank you!
You bet!
Hi, I was wondering if there is a way of drawing with texture paint on top of a PBR texture? Thank you.
You can add another image texture to your shader, add it on top, create a mew texture and then take that into texture paint! If that makes sense haha
@@KaizenTutorials Thank you, great to know that it can be done. Now just to figure that out.:)
Omg how tf haven't I thought about this before owo
Lol this is me when watching pretty much any tutorial 😂
Does this produce seamless tiles?
Is the texture is created properly, then yes. Since baking has nothing to do with the seams!
@@KaizenTutorials So, basically no, alright. I'm trying to make noise based textures for Unreal Engine, but can't find any guidance on how to make them seamless.
@@GreyManFaustus Blender can procedurally generate noise texture. Procedural texture is always seamless.
If you want to map the noise texture to the shape of the 3D object, click on the Noise Texture node and hit Ctrl+T, it will create Texture Coordinate and Mapping nodes before it, and make sure it takes 'Object' input from the Texture Coordinate node.
This video is just to guide you on 'baking' the texture, not generating a new one. You do the baking after you're done setting up all the textures mainly to improve performance.
@@leodash_ I tried that. If I bake such a texture based off a square plane and put it onto something else, there will be seams.
I found a way to loop noise by now and that works well.
Ok good to hear! You can also use a free node created by Erindale (you can find it online somewhere). This will let you blend seams for image textures!
I get the error "no valid selected objects" when trying to bake the texture
Do you have your baked object and the node with the texture selected?
@@KaizenTutorials i do, but theres been various things giving me issues for a while now on this project file, im gonna copy the objects im working on into their own project files and see if i can get it to work from there
And thanks for the response i know its an old video so its really cool that you still engage with the older ones
Hi, thank you for amazing tutorial, the best about texture baking I ever seen.
So if I really understood, we have to bake it individually.
For example I want to bake the 3 things: Diffus/Normal/Roughness. If there are 5 BSDF node, then I need to do it 3x5 individually?
Well you'll have to bake each map individually PER material yes. So if you have 3 materials and each fo these have 5 maps (Diffuse, Normal, Roughness, Metal, Displacement) you'll have to bake each of those for each individual material!
@@KaizenTutorials Thx. Just make sure: even 5 BSDF inside of the same Material we have to go this individually, right?
It doesn't work for me, I have a procedural texture of a planet but it's too eavy to work with so I tr to bake the texture but it doesn't bake like it look on the sphere.
Hmm.. are you baking emit values? So make sure to bake the emit value of each map and when then using them for the material also make sure to use non-color data for the image textures for metallic, roughness, normal and alpha. Only use color-data for the base color image texture!
@@KaizenTutorials I don't think I use emit values, I use mix rgb with noises textures. On my sphere I have separate contients and ice polar but when I bake, I have just one shape without my ice polar.
After two years, it's still one of the greatest tutorials out there, thanks man it helped me a lot❤❤️🔥🔥🔥
Wow, thanks for the kind words!
baking the texture this way doesnt work. I have created a planet model that is 100x100 meters. trying to render it this way litteraly doesnt render. after 24 hours it has not reached 1%. However in viewport this thing is fine. not lag at all.
Oh yeah that could be an issue with large texture density. What resolution are you trying to render on?
@@KaizenTutorials4096x4096. In order to create the planet I mixed together a bunch of noise textures and used multiple principeled BSDFs. I found a workaround though: Delete every Principeled BSDF and replace it with a diffuse BSDF. Set roughness to 1. Then render. After that do the same with metalic, roughness, specular and emission maps. Always rendering them as color only map.
thx
No problem!
they should automate this BS
Whats the fun in that? No you’re right would be great if this was automated.
Fix the title. You can't bake in eevee
The title says Bake for EEVEE, as in bake for use within EEVEE, so it doesn’t seem wrong to me.
it's incorrect. @@KaizenTutorials
It's...not.....😂 if you're gna be pedantic and annoying, ar least be right hahaha
Thank you for this great tutorial!
You're very welcome!
Thank you!
You're welcome!
Thank you!
No problem! 🙏🏻