How to Bake (most) Textures with Eevee in Blender
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- Опубліковано 3 чер 2024
- Fast and convenient texture baking in Blender without using Cycles or Addons? With Geometry Nodes it is possible for many types of textures. We'll make a mesh version of our UV map and simply render it with an Orthographic camera.
This method works well for baking a mesh's material to itself, and for decals, superimpositions, procedural textures, etc. But not so great for world space dependent stuff like Shadows or Ambient Occlusion. Baking high poly to low poly (like for Normal maps) could be done, but is complicated and isn't covered here.
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I was interested in the UV space stuff before but this is actually a literal game changer for me
Awesome video, just binged a lot of your videos and I am very impressed. Question , in your video for clean toon shading with object normals, how do you bake the normals to a uv map? Tried following the series customizing normals but gave up, geometry nodes are not my cup of tea, would appreciate the advice.
He cooked once more, good one!
You're such a genius with these!
Wait so you are telling me we can use grease pencil to bake textures? This is awesome!
Interested in seeing some low poly stuff.
You can bake anything you can render in front of the UV layout. The catch being that you need UVs that will work for. Although I suppose you could also use multiple layers of decals to do it, hmm. Will think about that.
Super cool, still somewhat complex but really really cool. I have rendered out textures to be used in realtime shaders like complex noise this way for years but never anything in this extend.
Oh thank god there's a solution for those seem lines, I was racking my brain over that problem for at least a week,
That´s actually really smart way to Bake in eevee, thank you!
This is a game changer!🎉
absolutely incredible. thanks dawg
😎
this looks like it could be immensely useful!
thanks for helping me
Good on ya
If you add a few other nodes (edge angle, face area, mesh island) you can bake other useful maps.
Yes! And high res to low res works if you have the same UV map (ie, high res was made from the low res.) Otherwise you need to transfer UVs from low to high, which can get tricky.
Hey man! :) Did you see the new RayPortal BSDF in 4.2? With this node you can bake textures in Cycles. Theoretically even high to lowpoly bakes.
Unfortunately no one has figured out the object to tangent space normal conversion yet. I tried the MikkT space within the compositor. But had no luck. This might be a challenge for a bright guy like you.
Yes the ray portal node is great! I'm not familiar with the object to tangent space issue. Do you have a link?
@@aVersionOfReality mmh, I think youtube doesnt like my link, did you receive the message?
@@YT775 Hmm no. You can send to my email or DM on twitter. Info is on the youtube About page.
you saved my life
In the next video is it possible to show the node setup of your geonodes corrective smooth implementaion paired with mesh decal? Preserving the mesh shape had given me a headaches when i tried making my own decal system and i'm too dumb to figure out how to get the mesh tangent information in geo nodes ;(
Probably not in the next video, but I am going to get to Corrective Smooth eventually. Its just very complicated, and I'm trying to build up through less complex stuff but that introduces similar setups. So it'll probably be mesh projection, then Surface Deform, then Corrective Smooth.
For baking the normals with this method, what color setting do I use in the color management tab? Standard, Agx, Filmic?
Always Standard, as everything else applies a color correction. And when saving the Normals, you want to use .png with non-color or .exr (which will be Linear.) So not SRGB. And generally avoid Save as Render. You should be able to see the settings on my file output node.
Do you think its possible with GN to take a second body mesh and flatten to uv of the first body mesh
Say i have two body meshes with different topology and different Uvs and texture maps
and i have shrink wrapped the second to fit the first perfectly
I want to take the texture of the second and use it on the first. If through GN I can edit the second body mesh to flatten out to the UVs of fist. So something where it takes the uv seams of the first and slices them onto the second body mesh(makes new edges) and then flattens the second mesh to the same shape of the first when its flattened. So now we can bake the second mesh texture to the firsts UV and use this baked texture on the first mesh
I hope i explained that well enough
Also wondering if we could make a sort of auto body mesh fit system.
If both body meshes vertex weights are named the same could get GN to move the geometry using each vertex group as a selection so so each section of the body mesh moves and rotates to match he other body mesh then shrink wrap the result.
Do you have discord, wonder what your thoughts are as you seem very dedicated to figuring out complex things like this :D
I need something like this as i have several assets and i like the mesh of one but like the textures of the other so a nice and procedural way of converting assets would be epic
You can transfer the UV map of one mesh to another, and then unwrap to it. This can get complicated when Seams don't line up well, or when there's transfer distortion from not having a clean fit of one mesh to the other. But those things can be worked around.
And yes you can make a fit system like that. If you make Surface Deform in GN, you can then also mask it in various ways.
You can find me in the BlenderNPR.org discord.
Brilliant. but how about influence of sampling of EeVeE?
What do you mean exactly?
@@aVersionOfReality Eevee rendering not so precize
@@waltage Ah yes. That matters a lot when it matters, but often does not. And of course this same method can be used with Cycles too. Then Eevee is just a preview.
we can turned samples to zero for baking... you don't need samples for most case scenario.
Yes. But there's plenty of other issues that often come up. I'm not saying Cycles can't be used or always has problems though. And this method has downsides too.
thank you i learned a lot from this