Fantastic tutorial! The right level of detail and pace to actually follow up the description (whereas others just fly the mouse across the screen or use the shortcuts without calling them out). This is the topic I was looking for. Thank you so much, Ryan! I’ll sure be supporting your channel.
Your baking tutorials helped a lot more than others I've watched finally figured out how to unwrap and create textures to finish my first thing I've made on blender.
Thank you for the tip on turning the metallic value to zero! I've been using Blender for years but was tearing my hair out trying to troubleshoot my black bake texture. You rock!
I'm really sorry that I can no longer assume my contribution to your superb work, but in Europe everyday things are becoming too expensive. but I will always follow your lessons. thank you.
Seriously, what country and how bad? Do you blame Russia for the EU sanctions the EU imposed on them unilaterally? Think this will come to the US? I think it's already here... the past 3 weeks 5% increase each week from last with food prices.
@@jeffreyspinner9720 in the eu, people are currently paying the price for the naive politics of recent years. the usa is little affected because they are not so dependent on russian raw materials. your problem is more the dependence on china...
Hi thank you very much for the amazing tutorial, really clear! I'm using blender 4.1 and it seems a little different, I do not have the viewer node. I tried to bake the metallic map in 2 ways. First method i used directly an emission shader (following what you where saying in the tutorial). Second method i connected the metallic color ramp to the emission input in the principled BSDF and i turned the strength to 1. It seems that i get the same result with both methods but i'm a beginner and i just wanted to be sure that what i'm doing is correct. Also there is a new option in the baking, the "View From", i kept the default "Above surface"
OMG thankyou so much! i am modding for the sims 4 and the offical tutorial page had a ( slightly not very, ) outdated tutorial on baking and uv editing, since the compatible version has finally been updated to past 3.0 versions of blender. thankyou for claryfying features that have been added in these ( newer and so much better versions of the program !)
Dude, just cuz you explained step by step really slow, it helped A LOT!!!! I just found your channel.....it doesn't mean much but you got a new sub. NICE WORK!!!!! THANK YO|U
brooooooo you are the blender god for me , like fr. and also just wanna highlight the way you taught the topics are insane, how calm and smoothly you taught everything, i hope you'll create more and more videos like this, and in future when ill start earning i'll sure join your channel brother 🙏🙏👌👌❤❤ please never stop making videos like these. such a talented person u r 👌👌
Working through this in 3.3 and discovered that the viewer node no long seems to exist. The function seems to be implemented in the material node now. However if you attach the metallic color ramp directly to the material node (via CTRL-SHIFT-LMB) it bakes metallic OK. Also, when baking metallic the metallic setting in the Principled shader no longer seems to matter.
Can't ask for a better tutorial explaining every steps - hotkeys - panel splits etc... As a beginner, i've learned more than texture baking here. Thanks
What a helpful tutorial. So concise and methodical. How do we bake Transmission? Everything I try when exported to glb, does not look transparent (glass) in the object previewer outside of blender. Thanks!
Maybe I can make a tutorial sometime on baking transparency. Although I think it would just b a black and white map of where the object is transparent.
6:02 when I do the "smart UV unwrap" it not only changes the UV in the current image (the black image created just for that) but it also messes with the "real" UV of the source image used as a texture on the mesh. I can see it because just when I do "smart UV unwrap" the texture gets all messed up in the layout viewport.
Great Tutorial! Although I am kind of confused: I modelled a sword with the metal being fine, but the handle has a leather texture, and for some reason the same procedure (except setting the rgb to black for the metallic, since leather isnt metal) it won't work when I put the baked textures together. Can you enlighten me why that is and how to bypass that problem?
Awesome! Learned some really good tips just before my own baking! Would love to also see a video about baking high res model to low res, maybe with some height data?
I trained countless people on CAD/CAM systems and can say from experience that you do an excellent job of getting information across. Let me ask a couple quick questions, I am working strictly in Blender so sending textures to other programs is not an issue, on the other hand, I will be using EEVEE a lot for animation purposes and will be needing some textures baked for appearance I can't get straight out of EEVEE. So my question is, in a procedural texture, what are some signs I'm hitting a breaking point in performance when baking would be the way to go? Is it the number of nodes, the type of nodes? In Blender Studio's tutorials there are some monster node trees being created for relatively simple result. I know the tutorials are for training and not necessarily general use but, just going through some of them you can't help but think a processor has got to drag when you have 50, 100, or more nodes building up. If I'm going to animate with EEVEE, would I want to go all baking or keep simpler procedural trees in the character/object?
hey ryan, i have a quesion. 10:22 in the new blender version theres max samples and min samples, not just one samples tab, what do i write in in my situation? thanks in advance!
Thanks for the tutorial! Looking forward rendering things in Eevee that I used to need Cycles for (like anything with pointiness/bevel masks). I had one question though. At 13:18 you talk about baking a metallic map if you're just using a single value instead of a texture. If I have an object that's uniformly 100% metallic, I bake an all white image. If it's uniformly 0% metallic, I bake an all black image. So... Why bake them? If I bake my color/roughness/normal maps and hook them up to a new material, couldn't I just set the metallic value to 1 or 0 in the new Principled BSDF?
Yes, you could totally do that, but I think maybe some game engines and other programs might actually need a metallic map. Don't know for sure, but if you wanted to bake a metallic map, that's how its done.
did you choose rgb instead of bw on purpose when saving the metallic texture? Because the texture is purely grayscale and bw takes up less storage than rgb, so I would have thought that it is the better option
legend good informative tut as always! quick question at 8 mins when you are covering the UV islands and scaling them I've heard from other guides that you aren't supposed to individually scale UV's islands and should scale them together? is it okay in this situation because its just a texture and not something with complicated UV's and different colors like a human or vehicle model? or was the information about not scaling UV's individually incorrect?
I used this advice to bake a procedural glitter texture. Thanks a bunch. Also, is it possible bake the same material used by two separate objects? (i.e.: procedural hair material onto hair mesh and eyebrows)
Hey, when I'm trying to bake the color map or something it says No active image found, add a material or bake to an external file , i don't know what i'm doing wrong
Thanks good video. I had a... uhm... a lil bit "complex" Procedural Material that i cant render normaly because Blender just crashed everytime i tryed it xD So the "and it didnt take very long" take a whole 12min for a 4k Image xD And i dont have a crappy pc, so thanks, it helped me a lot!
Any clues as to why my bake keeps coming up all black? I am not using any metal settings for the gemstone I'm trying to bake, and have turned the metallic settings down on the setting (even though it isn't selected or part of the gemstone texture nodes I'm working with)?
Can you texture bake downloaded materials? Im trying to do this and its not working, I followed your videos but I dont get the results I want. I have 2 downloaded materials on one object.
hey when i CTRL SHIFT LMB it doesnt show a view node on blender 3.4 and up it just connects directly to the material output i just reverted to an older blender model and it fixed it im not sure if it works without the viewer node
Great vid as always ryan! Also, a video idea is make an armature tutorial like on the armature modifiers and instances, and how it works, etc. That would help me a lot cause im trying to learn it
Amazing tutorial as usual, thanks a lot for this!! I do have a question, I somehow keep on getting a very low res texture once baked even with original texture being 8k and having everything properly set up from samples to image size. I know how I described my problem might be a bit vague but, is there's something I should double check? Thanks in advance
@@RyanKingArt wow thank you for the very speedy answer! I really appreciate it. I think that might be the case, I'm working on a piece of 3D calligraphy using one long curve (than converted into mesh) that I will have to prep for AR use. I managed to UV unwrap it nicely but the map comes out quite long vertically but not so much horizontally, not covering the entirety of texture space. Is there something I could do there? Again sorry for describing everything vaguely, I think at this point is clear that I'm a beginner haha and thanks once more for your quick help!
Ctrl+Shift+LMB does not create a preview node for me and instead just plugs the node into the output directly. Trying to troubleshoot this but can't find anything anywhere online
hey ryan when i try to bring up viewer node in the shading tab using ctrl + shift + select (left click) it just brings up material output node and selects the surface to the value thats near my mouse i also have node wrangler enabled
Thanks for the thorough tutorial :) My baking time is horrendous still :( What is the wizardry in apps like Substance, Marmoset and Quixel Mixer where the baking is as quick as saving out the files.
The tutorial was great, and I managed to export the texture perfectly. However, when I imported it into my roblox game as a texture ID, the color is way off and the texture is extremely simplified. Is there any way to fix this?
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how to bake the colormap but without the black background?
Fantastic tutorial! The right level of detail and pace to actually follow up the description (whereas others just fly the mouse across the screen or use the shortcuts without calling them out). This is the topic I was looking for. Thank you so much, Ryan! I’ll sure be supporting your channel.
glad you like it! I appreciate any support you can offer. 😀
This video was EXTREMELY helpful. It's chock full of little tips to make the process easier. I didn't know that tip about using emit!
Glad it was helpful!
Your baking tutorials helped a lot more than others I've watched finally figured out how to unwrap and create textures to finish my first thing I've made on blender.
glad it helped!
Finally! I've been waiting years for such a valuable and easy baking tutorial.
Thank you!
You are so welcome!
Your tutorials are so detailed and easy to understand. Outstanding!
Glad you like them!
This tutorial was awesome, I always got confused with baking but you made it seem really easy. Also, the timestamps were really useful!
Glad it was helpful!
I love how simple and concise your explanations are, they are very accurate and extremely helpful, many thanks!
Glad you like them!
Thank you for the tip on turning the metallic value to zero! I've been using Blender for years but was tearing my hair out trying to troubleshoot my black bake texture. You rock!
Yeah when I first started learning texture baking I found that kinda annoying. Glad it helped! thanks for watching. 🙂
At first i was like oh dear!! another complicated tutorial ahhh! but you made this procedure easy to understand, and eventually execute. Thank you.
This is just the tutorial I've been looking for. I'm finally starting to get my head around baking textures. Thank you!
Glad it was helpful!
i literally searched for that yesterday and here you are helping me once again
glad it helped!
I'm really sorry that I can no longer assume my contribution to your superb work, but in Europe everyday things are becoming too expensive.
but I will always follow your lessons. thank you.
I understand. That is totally ok. I still appreciate you watching my videos! Any support is appreciated!
Seriously, what country and how bad? Do you blame Russia for the EU sanctions the EU imposed on them unilaterally? Think this will come to the US? I think it's already here... the past 3 weeks 5% increase each week from last with food prices.
@@jeffreyspinner9720 in the eu, people are currently paying the price for the naive politics of recent years. the usa is little affected because they are not so dependent on russian raw materials. your problem is more the dependence on china...
@@eltitano1 well, I think my gov't is working on pissing off china...
@@jeffreyspinner9720 No comments.
This is not the place to talk about things that don't concern you.
Here, we only talk about Blender and Ryan's work.
Thank you Ryan for sharing this, incredibly detailed and meticulous, much appreciated!
you're welcome!! 👍
Hi thank you very much for the amazing tutorial, really clear!
I'm using blender 4.1 and it seems a little different, I do not have the viewer node. I tried to bake the metallic map in 2 ways. First method i used directly an emission shader (following what you where saying in the tutorial). Second method i connected the metallic color ramp to the emission input in the principled BSDF and i turned the strength to 1. It seems that i get the same result with both methods but i'm a beginner and i just wanted to be sure that what i'm doing is correct. Also there is a new option in the baking, the "View From", i kept the default "Above surface"
OMG thankyou so much! i am modding for the sims 4 and the offical tutorial page had a ( slightly not very, ) outdated tutorial on baking and uv editing, since the compatible version has finally been updated to past 3.0 versions of blender. thankyou for claryfying features that have been added in these ( newer and so much better versions of the program !)
Glad it helped! Thanks for watching!
Dude, just cuz you explained step by step really slow, it helped A LOT!!!! I just found your channel.....it doesn't mean much but you got a new sub. NICE WORK!!!!! THANK YO|U
glad the video helped you!
This is best sir this technique really help to optimize my games
Other than using different textures
Cool 👍
Thank you very much for your video. This problem has puzzled me for a long time. Finally, I found a solution in your video. It really helps me a lot!
Glad it helped!
Useful and very well explained as always.
Glad it was helpful!
Your are really amazing man every toturials are very understanding keep making man bro 😇😇
glad they are helpful!
Thanks, Ryan! Great tutorial as always.
thanks!
Thank you so much for this video you helping so much.
glad its helpful! thanks for watching.
brooooooo you are the blender god for me , like fr. and also just wanna highlight the way you taught the topics are insane, how calm and smoothly you taught everything, i hope you'll create more and more videos like this, and in future when ill start earning i'll sure join your channel brother 🙏🙏👌👌❤❤ please never stop making videos like these. such a talented person u r 👌👌
glad you like my videos!
@@RyanKingArt definitely brother they are literally what I've been searching for 🙏🏻 Love from India 🔥 keep the good work brother 👍🏻
Working through this in 3.3 and discovered that the viewer node no long seems to exist. The function seems to be implemented in the material node now. However if you attach the metallic color ramp directly to the material node (via CTRL-SHIFT-LMB) it bakes metallic OK. Also, when baking metallic the metallic setting in the Principled shader no longer seems to matter.
Yes, the viewer node is no longer in the latest Blender version, but everything still works the same.
@@RyanKingArt How do we get metallic bake if there is no viewer? With Emit?
Hello, I can save the texture..but the texture quality is degraded, it appears as rectangular pixels..how can I save it without losing its quality?
FANTASTIC tutorial.
thanks!
Amazing 🤩
Thanks!
I always wondered why do we need to bake textures. Thank you.
thanks for watching!
Can't ask for a better tutorial explaining every steps - hotkeys - panel splits etc... As a beginner, i've learned more than texture baking here. Thanks
glad it was helpful, thanks for watching!
Thanks! This video helps me out a lot!
Glad it helped! thanks for watching.
Thank you sir finally i learn how to export Texture thanks for Big help ❤
glad it helped!
Thank u 💓 for ur tutorials
you're welcome!
Thank you for the well spoken and didact Videos u made for us. Last night I had a dream with you in it. Didnt know you only 10 Inch tall! ^^
THE KING!
thanks! : )
What a helpful tutorial. So concise and methodical. How do we bake Transmission? Everything I try when exported to glb, does not look transparent (glass) in the object previewer outside of blender. Thanks!
Maybe I can make a tutorial sometime on baking transparency. Although I think it would just b a black and white map of where the object is transparent.
6:02 when I do the "smart UV unwrap" it not only changes the UV in the current image (the black image created just for that) but it also messes with the "real" UV of the source image used as a texture on the mesh. I can see it because just when I do "smart UV unwrap" the texture gets all messed up in the layout viewport.
Thankyou Ryan, I really helped with your tutorial!
Glad it helped!
Great Tutorial!
Although I am kind of confused: I modelled a sword with the metal being fine, but the handle has a leather texture, and for some reason the same procedure (except setting the rgb to black for the metallic, since leather isnt metal) it won't work when I put the baked textures together. Can you enlighten me why that is and how to bypass that problem?
Awesome! Learned some really good tips just before my own baking!
Would love to also see a video about baking high res model to low res, maybe with some height data?
thanks for the video idea! I'd like to make a tutorial on that sometime.
@@RyanKingArt That would be amazing!
Looking forward to more of your video regardless, they helped me a lot with my work!
if i use my material in other blender project i need to baking it again?
thankyou sir. im looking for your explainer everywhere!
thanks for watching!
Thank you very much my friend.
You are really great teacher.
Thank you! 😃
Thank you very much Ryan you are worth more than gold! cheers!🍻
glad my videos can help!
I never knew baking in blender has so many steps
I trained countless people on CAD/CAM systems and can say from experience that you do an excellent job of getting information across. Let me ask a couple quick questions, I am working strictly in Blender so sending textures to other programs is not an issue, on the other hand, I will be using EEVEE a lot for animation purposes and will be needing some textures baked for appearance I can't get straight out of EEVEE. So my question is, in a procedural texture, what are some signs I'm hitting a breaking point in performance when baking would be the way to go? Is it the number of nodes, the type of nodes? In Blender Studio's tutorials there are some monster node trees being created for relatively simple result. I know the tutorials are for training and not necessarily general use but, just going through some of them you can't help but think a processor has got to drag when you have 50, 100, or more nodes building up. If I'm going to animate with EEVEE, would I want to go all baking or keep simpler procedural trees in the character/object?
Can we simply bake the texture as a square, similar to how the textures are in polyhaven?
hey ryan, i have a quesion. 10:22 in the new blender version theres max samples and min samples, not just one samples tab, what do i write in in my situation? thanks in advance!
Thank you for the tutorial it is really good. But for some reason with the result texture whenever I zoom in the pixels are super blurry?
very useful and packed full of info video !
glad it was helpful! thanks for watching.
Amazing tutorials. Thank you so much!!
You're very welcome!
You're a genius!
thanks!
love ur videos man
glad you like them!
AAAAARGH MAKING UVS MESSES UP MY EDGE WEAR AND DIRT
HI! thank for your tutorial. I have a problem with a mirror object, created with the shader Glossy BSDF, is there a way to bake this type of texture?
HI, the hotkey for adding image texture (Ctrl+Shift+T) is not working from my side even though I have my Node Wrangler activated
Thanks for the tutorial! Looking forward rendering things in Eevee that I used to need Cycles for (like anything with pointiness/bevel masks). I had one question though. At 13:18 you talk about baking a metallic map if you're just using a single value instead of a texture. If I have an object that's uniformly 100% metallic, I bake an all white image. If it's uniformly 0% metallic, I bake an all black image. So... Why bake them? If I bake my color/roughness/normal maps and hook them up to a new material, couldn't I just set the metallic value to 1 or 0 in the new Principled BSDF?
Yes, you could totally do that, but I think maybe some game engines and other programs might actually need a metallic map. Don't know for sure, but if you wanted to bake a metallic map, that's how its done.
@@RyanKingArt Thanks again! I wasn't thinking about other software, that makes more sense.
did you choose rgb instead of bw on purpose when saving the metallic texture? Because the texture is purely grayscale and bw takes up less storage than rgb, so I would have thought that it is the better option
Thank you!
You're welcome!
legend good informative tut as always!
quick question at 8 mins when you are covering the UV islands and scaling them
I've heard from other guides that you aren't supposed to individually scale UV's islands and should scale them together? is it okay in this situation because its just a texture and not something with complicated UV's and different colors like a human or vehicle model? or was the information about not scaling UV's individually incorrect?
easy to understand, thank you!
thanks for watching!
I used this advice to bake a procedural glitter texture. Thanks a bunch.
Also, is it possible bake the same material used by two separate objects? (i.e.: procedural hair material onto hair mesh and eyebrows)
Awesome tut as always Ryan 👌...thanks alot
thanks for watching!
Awesome tutorial, if you have multiple viewer nodes with emission, how does blender know which one to bake?
very helpful for my final thanks
thanks for watching!
Why the backed texture and the procedural texture use the same amount of memory usage? I thought baking make things faster???
can we sell the model after backing texture if yes how to export and which formart
Is it possible to bake a displacement map?
Yes, I have a tutorial on how to do that. check it out in my texture baking tutorial playlist.
@@RyanKingArt cool thanks Ryan, and thanks for all the useful tutorials 😊
Hey, when I'm trying to bake the color map or something it says No active image found, add a material or bake to an external file
, i don't know what i'm doing wrong
Your channel is awesome specially the beginners tutorials ,thanks so much!
Glad my videos are helpful! 👍
I didn’t know I could reuse the same image texture for different maps.
Thanks good video. I had a... uhm... a lil bit "complex" Procedural Material that i cant render normaly because Blender just crashed everytime i tryed it xD So the "and it didnt take very long" take a whole 12min for a 4k Image xD And i dont have a crappy pc, so thanks, it helped me a lot!
very detailed and easy
Glad its helpful!
Although I turned down the metallic value to 0, my texture is black after baking :(
Very helpful, thanks.
you're welcome!
Any clues as to why my bake keeps coming up all black? I am not using any metal settings for the gemstone I'm trying to bake, and have turned the metallic settings down on the setting (even though it isn't selected or part of the gemstone texture nodes I'm working with)?
Could you cover "Selected To Active"? Since they added the second checkbox I can hardly manage to bake extra details to my mesh..
yeah I'd like to do a video on that sometime. thanks!
Life saving Tut
glad it helped!
Hi tnk u for tut...i have problem in bake...seams line is visible in my texture i dont know why its happen..please help me
Valeu!
thanks for your support!
@@RyanKingArt thank you for the tutorials!
my texture gets messed up if I uv smart unwrap how can i fix this?
Very usefull! thanks so much
Glad it was helpful!
Can you please make a tutorial baking with Cycle using an archiviz scène
Nice )) but as for the baking... where it ever starts?
Great tutorial! how do you bake textures with their alphas?
maybe I can make a video on that.
Can you texture bake downloaded materials? Im trying to do this and its not working, I followed your videos but I dont get the results I want. I have 2 downloaded materials on one object.
Yes you should be able to texture bake materials that are using image textures, just like any other texture baking.
everything works, but my baked normal map causes flat shading although the texture was set to non-color
hey when i CTRL SHIFT LMB it doesnt show a view node on blender 3.4 and up it just connects directly to the material output i just reverted to an older blender model and it fixed it im not sure if it works without the viewer node
In the new Blender update they removed the viewer node from the Node Wrangler, but the node wrangler still works exactly the same.
Thank you
You're welcome!
Hi, why my sand texture looks like have metallic color ?
Its too shiny and also too huge scale which is looks like basketball instead of sand ...
Great vid as always ryan! Also, a video idea is make an armature tutorial like on the armature modifiers and instances, and how it works, etc. That would help me a lot cause im trying to learn it
thanks for the video idea!
hi Ryan if I have math nodes in my materials does that complicate the process for texture baking? not quite sure how to add those in.
no it shouldn't effect anything. You should just be able to bake it the same way you would with any other material.
So close to being verified
verified? what do you mean?
@@RyanKingArt where you have the check mark next to your name
@@bloxgoblin7784 Oh yes! that's when I reach 100K right? I should reach that by this December. 👍
Amazing tutorial as usual, thanks a lot for this!!
I do have a question, I somehow keep on getting a very low res texture once baked even with original texture being 8k and having everything properly set up from samples to image size.
I know how I described my problem might be a bit vague but, is there's something I should double check?
Thanks in advance
Check to make sure you have a good UV Map, and use as much of the texture space as you can with the UV map, so it can use more pixels.
@@RyanKingArt wow thank you for the very speedy answer! I really appreciate it.
I think that might be the case, I'm working on a piece of 3D calligraphy using one long curve (than converted into mesh) that I will have to prep for AR use. I managed to UV unwrap it nicely but the map comes out quite long vertically but not so much horizontally, not covering the entirety of texture space. Is there something I could do there?
Again sorry for describing everything vaguely, I think at this point is clear that I'm a beginner haha and thanks once more for your quick help!
Hi Ryan, what if you have an Object with different Materials in "slots" ? Do you have a tutorial that explains this process?
Thank you
Yes I have a tutorial on that: ua-cam.com/video/eE7FedDW2AI/v-deo.html
@@RyanKingArt Thank you
Ctrl+Shift+LMB does not create a preview node for me and instead just plugs the node into the output directly. Trying to troubleshoot this but can't find anything anywhere online
that is because it was updated in the new blender version. but it still works exactly the same
hey ryan
when i try to bring up viewer node in the shading tab using ctrl + shift + select (left click)
it just brings up material output node and selects the surface to the value thats near my mouse
i also have node wrangler enabled
same! And I have no idea on how to fix it :(
fire 🔥
thanks!
Thanks for the thorough tutorial :) My baking time is horrendous still :( What is the wizardry in apps like Substance, Marmoset and Quixel Mixer where the baking is as quick as saving out the files.
Not sure, I haven't used those programs before.
The tutorial was great, and I managed to export the texture perfectly. However, when I imported it into my roblox game as a texture ID, the color is way off and the texture is extremely simplified. Is there any way to fix this?