Sorry I never responded. Did you ever figure out the answer to your problem? I am not sure what is going on but I know that if you disable "Clear" in the Bake settings it can solve that particular issue, though I am not sure what the exact problem was that you were having. I have also had issues like that when things weren't properly UV mapped, among other things. Again, sorry I never gave you a timely response.
Ok. light passes through objects due to subsurface scattering correct? Transmissive objects also pass light. Or say a material allows the holes in a texture to be rendered as such. Will baking these elements affect the effect of the material in a separate scene? I know that shadows and highlights won't move once baked but what about these passive qualities?
Unfortunately I don't have time right now to try and test the problem and offer a solution and I don't immediately know the answer to the question. If I ever do get the answer for you, I will reply here.
I believe it depends on the bake you do. If you just do a combined bake, then no, it will not react to light. It will just be a plain diffuse/color or emissive texture. However, if you do separate bakes (e.g. a glossy-only bake for Fresnel or a SSS-only bake for the SSS, then combine the resulting textures into a new material, then it will react to light, but even then you need to do some color correction in a photo editor like Photoshop or Gimp to get the results you want. This type of baking is most useful for creating a diffuse/color map (with no lighting information) or reducing render times by baking things that won't move or interact with other lights and shadows.
Game development, a singular texture atlas helps to reduce draw calls. Results in better performance. Andrew Price explains it's benefits in Blender on his texture baking tut: www.blenderguru.com/tutorials/introduction-baking-cycles
Thanks! That button is part of an add-on that I bought here: cgcookiemarkets.com/all-products/lapineiges-tool-add-ons-compilation/ I think the author might have the tools free somewhere but I feel it is worth supporting good Blender features. I hope that helps.
Thanks for this video. I successfully created this texture atlas in Blender and it works fine on the 4 models. But when I export them (models and the texture) to Unity and create material, all the atlas texture covers the models. I can't have specific texture for each model.
@@harvinar Yes I found the solution. To solve this problem in Unity, Go to the "Project" window, select one of the model (model of the texture atlas) Go to the "Inspector" window, click on the "Model" tab, And check "Swap UVS" Repeat the operation for each model of the texture atlas. That's how I solve this problem. If you have another solution, don't hesitate to share it.
MY GOD I have been struggling with this for the last two days and this video has solved everything, thank you so much!
I have a material that keep baking black for some reason, do you know any reason for that?
Sorry I never responded. Did you ever figure out the answer to your problem? I am not sure what is going on but I know that if you disable "Clear" in the Bake settings it can solve that particular issue, though I am not sure what the exact problem was that you were having. I have also had issues like that when things weren't properly UV mapped, among other things. Again, sorry I never gave you a timely response.
It's okay, and yes I found my solution, thank you.
same problem, how did you solve it?
Thanks!
That is a good way to put texture in diferents objects to display in Augmented Reality (Sceneform/Android Studio).
The simple fact that you actually say what keys you are hitting, and also have the text on screen saying it, is a huge help. Thanks!
Many Thanks. I have looked a lot tutorials of baking multiple texture in one object. It is the most make sense and workable...
Thanks for the tutorial. If sss and fresnel nodes are in the material that your baking will they be static or will they still react to the light?
Sorry, I am not sure about the answer to your question.
Ok. light passes through objects due to subsurface scattering correct? Transmissive objects also pass light. Or say a material allows the holes in a texture to be rendered as such. Will baking these elements affect the effect of the material in a separate scene? I know that shadows and highlights won't move once baked but what about these passive qualities?
Unfortunately I don't have time right now to try and test the problem and offer a solution and I don't immediately know the answer to the question. If I ever do get the answer for you, I will reply here.
Thanks. I decided though that I'm just going to try it with Susan the monkey and a plane. I'll let you know the results in case anyone else asks.
I believe it depends on the bake you do. If you just do a combined bake, then no, it will not react to light. It will just be a plain diffuse/color or emissive texture. However, if you do separate bakes (e.g. a glossy-only bake for Fresnel or a SSS-only bake for the SSS, then combine the resulting textures into a new material, then it will react to light, but even then you need to do some color correction in a photo editor like Photoshop or Gimp to get the results you want. This type of baking is most useful for creating a diffuse/color map (with no lighting information) or reducing render times by baking things that won't move or interact with other lights and shadows.
Hey i followed all the steps and able to make the collage can anyone help me how to save it with texture & how to export it
Thanks so much!!! You saved my day! Have been Struggling with this for days!
Nice and concise, exactly what I was looking for. Many thanks.
anyone knows how to do this in blender 2.8
does this also works for normal maps, roughnes etc?
Thank you so much for this tutorial!
Thanks Man.
What is the advantage of this? I mean great tutorial as always, I just never came across the need to use this.
Game development, a singular texture atlas helps to reduce draw calls. Results in better performance. Andrew Price explains it's benefits in Blender on his texture baking tut: www.blenderguru.com/tutorials/introduction-baking-cycles
Nice tutorial, thanks. Also, how did you get the 'Lock Camera to View' button on the bottom toolbar in 3D view? That would be very useful.
Thanks! That button is part of an add-on that I bought here: cgcookiemarkets.com/all-products/lapineiges-tool-add-ons-compilation/ I think the author might have the tools free somewhere but I feel it is worth supporting good Blender features. I hope that helps.
Thank you!
BTW...if you read under "Important Notes" it says how to get the tools for free if you don't want to buy them.
Great and thank you!
Thanks for this video. I successfully created this texture atlas in Blender and it works fine on the 4 models. But when I export them (models and the texture) to Unity and create material, all the atlas texture covers the models. I can't have specific texture for each model.
Did you find a solution to this as I am having the same trouble.
@@harvinar Yes I found the solution.
To solve this problem in Unity,
Go to the "Project" window, select one of the model (model of the texture atlas)
Go to the "Inspector" window, click on the "Model" tab,
And check "Swap UVS"
Repeat the operation for each model of the texture atlas.
That's how I solve this problem. If you have another solution, don't hesitate to share it.
@Achie Patrice Brouh
Thank you very much for the speedy response! It was great help :)
Achie Patrice Brouh You are a GODSEND. Thank you
@@rahulr73 You're welcome
Great tutorial, even a woman is able to follow after some small missteps :D
hahaahahahaha