Baking a single image from multiple textured objects in Blender using Blender Render
Вставка
- Опубліковано 24 січ 2016
- I wanted to show the process of UV mapping, assigning unique materials and texture maps and then using the Texture Atlas add-on to combine multiple objects into one image, known as an Atlas Map.
My apologies if I am a little scatter-brained and tongue tied on this one...I shouldn't record a tutorial at 2 a.m. apparently :) I also should have created some more appealing test textures....man those are ugly..sorry about that.
See my other tutorial for doing this same thing using Cycles Render Engine
• Baking a single image ... - Наука та технологія
Thanks a lot. This is the first Texture Atlas tut that I've understood.
Hi, thanks for the tutoral / step-by-step ... this is the only one that really explained in a way I could follow and understand, thanks for your effort making this video.
Huge thanks for this video mate. I'd got so close to figuring it out for myself, but I didn't know to change the material texture mapping to the original UVMap. It was driving me crazy! :-)
oh thank god!! I've been stuck for days! Thank you so much
Thank you, this helped a lot.
nice flow, thank You
I know this is late but thank you so much, this really helps!
Thank you very much sir! Cheers!
The combining starts at 5:20
Thanks you just saved 5 minutes of my life
@@Tuscan37 anytime :)
Great tutorial last thing I had to do was Save Image (UV atlas) / save as png in order to have it to use on in 3Dcoat .
+Luca Crisi Yeah, at the 1 minute and 26 second mark I am dragging a window over from my second monitor. If you don't have a second monitor and drag and drop isn't really an option then you can just press the Open button in the UV/Image Editor and browse for your files that way.
nice, what happened if I use Averagen island scale and then pack island from my UV? I think wherever I use this stuff, the texture really change and even the color grid, I prefer the colour grid with full of symetrical size, but I think when someone use texture atlas, might consider the av.island scale and pack island, sometimes makes trouble.
thank you
Is there an updated tutorial for this using 2.92.0? Texture Atlas isn't available anymore, at least not that I can see.
Hi Bryson! I successfully made a texture atlas for 4 models as you did and it works fine in Blender. I exported the models to Unity, I create a material and I added the texture atlas in albedo slot in that material. When I apply the material to one model, all the entire texture atlas is drawn on this model. How to fix it? Thanks
i cant find how to do this in the newest versions of blender
Hi Bryson
, Will this work if I have already made my model (a building). I have been trying to texture it for about a week but cant do it.It has lots of separate parts that need different textures. All the tutorials I have seen are about multiple textures on a single object and I need to put multiple textures on multiple objects.
Thanks
If you need to texture multiple objects, each with their own texture then just break the single mesh apart into the various sub objects (using P to separate). After that, UV unwrap each mesh and then apply textures each of the objects. I hope that helps.
Hi. Yeah I tried that but with no luck. I used smart uv unwrap on each part but it kept going wrong. So im going to try it by following your tutorial. Hope it works and ill let you know if it does thanks..
+William Beard Use FastStone Video Capture and record what you are trying to do so that I can watch you. Use a file sharing service like DropBox to share the link with me and send link through the contact page at brysonjack.com If you do that, I will make a custom video tutorial for you and get you on your way.
Hi Bryson. That is a very kind of you. I will try to get it done before I go on holiday if not it will be when I get back. Thankyou
Hah, just pointing out that blender's setting 'Resolutiom' is a typo
I have a model that has no UV map, but textures that are already mapped to fit the model. This model has about 5 textures inside separate materials to fit each non-uv mapped piece.
Is it possible to make Blender generate a UV map and a single texture that combines all the other textures into a single mapped image?
Sorry, I am not in a position to offer any help at the moment, but I am sure if you post your problem on Blender Stack Exchange, there are people who can help you out.
you ever find a solution for this. I'm trying to 3D print stuff in color and half my files I try to work with are like this. It's colored somehow but no uv map.
thunk you, this methode work with all objects ? because it didn't work with car object ?
Thanks for sharing! What's the menu called that pops up on your screen when you press TAB?
+noilex nevermind, figured it out;) Just enabled 'Official Pie Menus' in Add-ons.
+noilex Glad you figured it out. I love the Official Pie Menus....it definitely speeds things up. The only problem is that there are so many good add-ons that also want to use Q.
Exactly! I find the spacebar-menu quite useful as well;)
"drag over the 1, the 2, ..." ????? where do these images come from? Do you have a second monitor? It's not shown, though!
If I have several objects with UV textures applied, is there a way to bake them all using a similar technique? I've followed this guide all the way through, but I'm not sure how to map the original UVs onto the atlas UV since I'm not using materials. or... is there a way to apply a complex UV to a material so I can bake it? I'm very confused and not-at-all experienced with Blender. Thanks.
Gakumerasara I am very sorry but I don't understand exactly what you are trying to do so I can't really answer your question. What are you trying to do differently that the tutorial didn't help you with?
Gakumerasara Maybe you could write up a more detailed question and include some screenshots and post it on Blender Stack Exchange.
Basically I have several objects (8 I believe), each of which is different & complex, which I want to merge into 1 obj with 1 UV atlas like you show in the video. Each of the objects has its own already-unwrapped UV map and texture, but none of them use materials. Is there a way to map the individual objects' UV maps/textures onto the atlas? perhaps by somehow 'baking' or converting the applied texture into a material first? or just applying it directly?
Gakumerasara So I understand that you have 8 or so different objects, that they are all UV mapped and that you want them to be one object. In Object Mode you can select all the objects (the last one will be the active selection) and then you can use Ctrl+J to make the them all one object. You could then pack the UV islands in the UV/Image Editor, putting all the UVs in the 0-1 UV space. Blender doesn't support UDIM and I am not sure if that is what you need. That is possible but an advanced concept. I am confused where you said that you aren't using materials so therefore I am not sure what you are trying to bake. If I wasn't able to help, please post your question on Blender Stack Exchange. It is too difficult to give proper support sometimes in UA-cam's comments. Good Luck.
Basically I was trying to 'bake' (for lack of a better word because it seems like the same process) the existing textures onto the compiled texture for the joined object, because I'm using Tabletop Simulator which can only import single objects with single texture files. I was hoping to do this without having to create a whole new UV map (atlas?) and having to manually align everything. but I guess I can use this video and follow it to the point where it makes the atlas, and then simply copy the repacked islands into GIMP and manually edit it that way. Anyway your tutorial was very helpful even though it didn't fully solve my issue. Thanks for the responses!
I'm so dumb, I was just sat here looking at my screen for the longest time thinking what I did wrong, then I realized I forgot to even set the bake mode.
Does this method work well with Cycles as well?
It absolutely works with Cycles. There are only a few slight differences in the workflow:
- You don't create a texture slot and assign the texture the same way that you would in Blender Render. Instead, select each cube's material and then create an Image Texture node and assign the image. (You can expedite this process by dragging and dropping the new image right into the Node Editor and wiring it.)
- In the Properties Editor>Texture Panel>Vector, change Default to UV Map and then choose UVMap instead of TextureAtlas.
- Within each material's node group, make a new Image Texture node that stands by itself and make sure that it is the active selection and that it is set to the TextureAtlas image.
- The Bake Types are different between Blender Render and Cycles. There is no "Textures" mode. Choose Bake Type Diffuse and uncheck Direct and Indirect so that only Color is selected and then bake. You will of course choose whatever mode and settings you need if you aren't doing a straight color map.
Please let me know if that was clear enough. If you run into trouble, I will make a new video showing how to do it in Cycles.
Thanks for the response. I'll try it now and see if I can follow.
Here is a new tutorial for you: ua-cam.com/video/i8gdaI39rhU/v-deo.html
OK, but you went from having the efficient use of same texture/UV for each side to repeating that texture for each side... wasting lots of texture space. What if you really did want the same texture on some/all sides (preserve the overlapping UV's when moving to the atlas)?
sleekdigital You are free to stack UV islands or layout the UV islands any way you want when making your Atlas UV layout. I rarely ever just use what Blender gives me with the automatic unwrap. This video wasn't demonstrating efficient UV Layout procedures, but how to combine multiple objects into one. I see now how I could have done a better job or been more clear. I was probably too focused on keeping it short and concise. BTW... Check out Smart UV add-on on Gumroad for useful UV tools including UV Stacking.
Thanks for the quick reply. I ask about this because I have put a fair amount of work into overlapping UV's on quite a few object, and I have been thinking about combining them into an atlas. I want to preserve the overlapping UV's and I was hoping this atlas add-on would make it a bit easier. It might, but when I get to that step of combining all the UV's things are still going to be a bit tricky :)
I just took two objects (a cube and a cylinder) marked seams on them and UV unwrapped each of them. For the cylinder I stacked the UV islands of the two caps. I followed the steps presented in my tutorial and all the islands came in unharmed. Just unselect the stacked UV islands before you run the Pack Islands operation, because that will be destructive if you have everything selected. You are then going to need to pack everything by hand, but it always turns out better that way in my opinion.
BTW...do what I did and try experimenting on simple primitives first. It removes some of the fear factor. Once you have done it successfully in a test situation, graduate to the one that contains all your blood, sweat and tears.