You deserve way more subscribers. Your tutorials are amazing, especially the Blender material ones, and they've helped (and still are) a lot! Thanks :)
I agree with Justin 100%....your channel is growing so quick and that's proof your doing it right... whenever I am struggling with something...9 times out 10 you answer it...beautifully...thank you...again 😇
*I forgot to mention in the tutorial:* Before baking any texture maps that are not contributing to the base color, (Roughness, Metallic, Normal) *You should set the image's color space to Non Color data.* However, when baking the color map, you should keep it set to sRGB. *Watch the new updated tutorial:* ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Se8GdHptD4A.html
Actually i'm having problems with my normal baking, the image appears in the uv editor but in very very poor resolution. It's like pixeled. Roughness and Diffuse worked fine. Any help ?
That last step of adding all the maps in one click was so efficient, my eyes actually welled up with tears. That was a great feature right there, bruh!
Thanks for your tutorial it is useful for me, very basic and detailed😀 But I think when you create an ImageTexture node to bake textures 2:10, its important to choose which color space to save. For most game engines, they expect certain textures (e.g. normal, metallic and roughness map) are not in sRGB space by default. So choose Non-Color will be much better. Color space issues can cause inaccurate rendering results, this explains why the roughness map must be set to sRGB in minute 10 of the video "How to Bake Metallic Maps in Blender".
Thanks. Yes, I know about this. If the texture map doesn't contribute to the color, or diffuse, of the object, then it needs to be set to Non Color. The weird thing about my throwing hatchet, is that the roughness texture actually looks wrong when set to Non color, and when its set to sRGB, it looks correct. When its set to Non color, the roughness map makes the Hatchet look very rough, and not how it was supposed to look, before the textures were baked. I tried re-baking it multiple times, and had the same issue. I looked it up online, but couldn't find any solution. Its very strange, and has never happened to me before. I don't know for sure, but I wonder if its just a bug in Blender. So even though I know that your supposed to change the roughness maps to Non Color, I changed it to sRGB on the throwing hatchet, because it actually looked correct that way.
*Update:* I get it now! I think I figured out the issue, thanks to your comment. 👍 After you create the roughness texture, but before you bake it, you need to set the Color Space to Non-Color. Then you need to bake the texture. Thanks for the info!
Good video, I have a question or two. How does baking with "Mix Shader" work? Since my material has bunch of separate principled BSDFs being mixed with custom factors, in like a chain of mix shaders, how would bake setting know what is what? Also, does baking help with performance in Blender? My project began to slow down the program due to all the detail properties. I presume I can disable all nodes and only use baked textures to make thing not be as resource intensive. I did find an add-on called "Principled Baker" that's said to be recommended for the "mix-shader-chained" material I have.
When I make it to the final step and make sure that both the object and the node are selected, it just says no valid selected objects at the bottom. After triple checking to make sure all the steps are followed the only thing I can think of is that maybe something is wrong with how my nodes are setup? Any thoughts on a potential fix?
Hmm, I'm not sure why that would happen, if you have the correct object selected. Unless its a different type of object, like a curve or metaball or something. If its not a mesh object, then it might not work for baking.
@@RyanKingArt Thanks for the response! i finally figure it out. It was the "Selected to Active" option that was preventing me from baking the texture. I do have another question though, after getting all my different textures created: the normal, roughness, color, and get them all plugged in, how do I export them as a single texture? Your tutorials have been amazing and I appreciate any input.
Your tutorial helped me a lot - baking was a terribly strange thing to me and I di not get it from other tutorials, but you explained it that structured, yet calm and easy to understand that my mind finally was able to understand it. And it works just fine with the Godot game engine, tried it out immediately; you have just earned a like and subscribe with this vid :D
How would this work for a model with multiple materials, Like I have emission, metal and leather as separate materials, but I want one single texture in the end. how would that work?
If I understand your question correctly, then I have another video on that. Here is the link: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wG6ON8wZYLc.html
Hey Ryan! Thanks so much for the awesome tutorial, helped alot. But I'm left with just one question: When I apply my 4K baked textures to my model, it seems to have lost quite some detail from the original procedural texture. Does this have to do with the UV scale in the editor? Or perhaps that my procedural texture scale is too big for it all to be captured on 4K? Is there anything I don't know about that could help my case? Thanks alot.
If there's too much data to bake then your baked image is going to have low resolution because there's not enough space in image texture, you can decrease data by lowering your scale value and making the material bigger but the downside of that is your material getting repeated too much if it is tiled. or you can use udim texturing, having multiple image textures for the same object. Also having a good big uv helps with showing more detail. Your scale is too big
Hi Ryan! I love love love your tutorials and videos, even have some of your procedural packs! I do have a question though, some materials have mixed nodes with multiple colors and what not, when you bake out the maps does it include the entire color? I baked out a rusty metal one and the color is only the rust and not the metal color too. Is there a way to get it with both nodes mixed in? (No idea if this even makes sense lol)
I just wanna say your tutorials are amazing, detailed yet simple, straight to the point yet no skipping important information. Seriously you are a godsend.
Thanks for this tutorial! Do you know if it's possible to bake out Cycle's displacement data, either standard displacement or adaptive subsurface divisions? (If I somehow missed this in the video, I will rewatch.)
At 2:15 The asteroid has a load of vertices! Do I "Apply" all the modifiers from the asteroid project. In what order do I apply, if that is what is done. Oh, and THANKS for all the tutorials that I have been following in the past!
Hmm, I guess it would depend on what you want to use the asteroid for. You could also decimate the mesh with the decimate modifier to make it lower topology. Also, apply any modifiers that you want to apply before texture baking.
Sweet! I've been wanting to figure out how this is done and along comes one of my favorite content creators on the RU-vids to show us how it's done. It's like Ryan can read our minds! 😆 Awesome video my friend! I hope you're having a great weekend so far! 😃
I baked the 3 textures and imported them to Unity. I saved my rock as an FBX and imported that to Unity. Then I made a material in Unity with the 3 textures and added the material to the rock. It didn't line up at all. Edit: Oh, looks like I didn't select all nodes of the rock before unwrapping... will try again. Edit 2: Yup, that fixed it, but there is a tiny gap where the sections of the texture line up. I'm going to try not leaving the 0.001 space and just do 0.0...
You are very cool, Thank you for sharing your knowledge. Tell me please, with the baking of ordinary textures everything is clear, but how to bake the volume? For example, I made a planet, and the "earth" itself is baked into textures very well, thank you for the lessons! But how to bake the atmosphere, the clouds, those beautiful shadows... They're made with a volume shader. And they don’t bake on the "forehead", the blender swears ... (((((((((((((( Any solutions? I need to transfer the planet to Unity.
Thanks! Really cool tutorial! But I cannot bake my procedural materials to textures for some reason. Actually only with the emit type I can do that, but it's not fit for all necessary textures as you know =) Could you help or give me some advice. I was tried to bake them with CPU, GPU (it's a HELL), with CUDA, with OptiX - nothing gonna works for me
Thank you. Do you have a video on how to UV unwrap clothes with procedural materials for texture bake? So the UVs follow the pattern of the clothing. And relaxing UV's so the texture does not stretch?
thank you for amazing tutorial...i have a big problem...when i bake material seams line is visible on texture and i dont know why? i follow the tutorials step by step...and i have seams line alwayes...please please help me
When I had an animation with a glowy orange animated noise texture lava lake, I kept getting the "GPU is out of shared host memory" when trying to render the animation. Please help... I have a stylized energy sphere with an animated noise texture too, but I'm afraid to use it because of this...
Yes, you could 3d print the model, but you'd need the bump data to be actual mesh data, and not just in the texture. To do that, you could sculpt in detail, or maybe use a displacement modifier. There are different ways to do that.
i was looking for something, i remember seeing someone right clicking the principled bsdf node or something and selecting an option to bake all different maps which could then be saved to files in one click... i can't seem to find any info on that, did I dream that? I can't look in Blender as of right now
this doesnt work when using a mix shader node. do you know why or another way to fix it? Im mixing a color attribute that i made with vertex paint, and a noise texture from a rgb to bw.
Does baking the procedural material help with reducing render time in Blender? I'm using a potato laptop so trying any method possible to reduce render time. I thought the more nodes you add, the more computations blender needs to do so rendering time increases.. Is that correct?
your video are awsome !! please make video on how to compile these texture in asset browser I am not able to do that please help and did you apply sub surface or no
Might highlight this somehow, up to you, considering how many metallic textures you show folks. If your texture is a metallic texture, you may get a black blank image when you bake. This is caused by your metallic in the nodes being set to 1. I don't know why, but if you turn it down to zero for the duration of your bake, you might find yourself with your intended texture. Took me a while to figure out why I could bake your leather texture but not your metal ones.
Thank you so much this tutorial was awsome. I know nothing about texturing and materials but this still helped me. I love this so much im liking and subbing.
For me the baking of the diffuse map leaves some strange artifacts and parts of the texture are just grey. The UV map is completely fine so i dont understand what i did wrong. also theres an extra option called "view from" which i dont see in the video aaa nice tutorial tho
Exceptional video....I do have one extra question. Once you re import your maps and connect them to the principled shader, I would assume when you go to burn it off you would do so as combined? I tried this but it seemed like my UVs came out very dark. I'm having to make albedo's for my final burn.
Q: If I wanted to animate my character only in blender and I used procedural materials for the texturing, should I bake it? or will there be performance, time, or texture issues if I dont?
Thank you for this tutorial! I have just a problem, the bakes are really slow in the new version of blender (3.1.2), do you think it could be the render setting of cycles? In case what is the best setting?
HELP: How do you apply correctly the texture to a complex material in the first place? (before baking) I only manage to get them to work on basic shapes like cubes and spheres. (I've applied all transforms after editing objects, added uniform vertex density to the mesh, smart uv unwrapped, tried messing up with the texture coord node, to no avail)
Hey man! Great video! I have a problem. My color and roughness map turn out black in final bake... The normal map turns out ok but whatever I do with color and roughness it turns out black. I have a very complex node material (not that complex) that uses geometry (position) node and AO node. Could this be the issue? Thanks!
Are you baking a material that is metal? Or has metallic value? If so, watch my tutorial on how to bake metallic maps: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-aaRspfc9OBU.html
@@RyanKingArt Unfortunately it is not! I came across that solution but it is not a metallic material. However I am using Principle BSDF, but I've seen people baking with it with no problems so I guess it's something else. I am rendering it on GPU and I have found that it is maybe due to that, but I have to test it still.. Thanks! Cheers!
Dear Ryan, thank you for always sharing amazing and usefull videos.I have a difficult question for you: Is there a way to bake the textures, fully procedural for a square, and then make them seamless? Thanks in advance Yuri
Yes, it can be done. You can bake out the material on a flat plane, and then, using some sort of 2d program, like Krita, Gimp, or photoshop, you can make the texture seamless. I think Gimp has a feature to do it automatically, or you can also use the clone brush, to blend the edges together. I'm sure there are tutorials online on how to make a texture tillable.
What would you do if the materials don't use a Principled BSDF node? For example, if a material used some glossy nodes and a mix shader and that was plugged straight into the surface output.
My object is a plane with no subdivisions. I have procedural nodes applied only to the displacement of the material output to create sand dune effect at render. When I bake the normal map it is rainbow instead of the standard blue/ purple map and it is cut up into triangular/square shapes. Any ideas why I would be getting this strange cut up artefact? I don't see this in my render
I had a problem everything was black after the bake! and the problem was the metallic option make sure that is zero! Took 2 hours to solve the problem :(
Whats the benefit of doing this? Does it consume less resources on the pc? I was texturing something i am doing but with textures as images or smart materials my pc couldnt handle it, but with procedural materials my pc is fine. Is this recommendes for animating soemthing on blender? Or if you wanna export it?
The thing is, in the video it is shown how to export procedural materials, which have incoming inputs into Principled BSDF node and so we can then create those as outputs. Now when we use Principled BSDF Hair Shader node, there is no incoming input into this node, so how do we then decide the outputs for baking. For Ex: one of the maps I want to export is Opacity, I don't see opacity as the available option in the baking settings. So, how to actually export this hair shader as texture maps?
I'm about to make some of the coolest things with these packs. The paint splatter one should make for an interesting dash board. I wish Gumroad had a shopping cart so I could get all of this at once haha. If you're looking for more content to create, I'd invite you to check out modding games tutorials because many, many of them are bad. While I love everyone for posting the content they can, it lacks a lot of substance and half of the time it's the robot voice. I'm speaking from the car game side such as Assetto Corsa. It'd be the same methods you teach now, niched down a little. Most of the mods from that game that I've seen so far are great, but I mean they are basically just low resolution textures slapped on a mesh. Just an idea for ya!
Thank you for purchasing! I really appreciate your support! I believe Gumroad does have a shopping Cart, if you make a Gumroad account. Thanks for the idea! 👍
@@RyanKingArt No problem, thank you for the help with everything! If I successfully can build this car, use your textures, bake em, and get it actually to work in the game, you'll have to check it out :)
If it doesn't work for you guys, be sure to check that "Selected to active" is turned off. It was messing with me for a long time before I figured it out.
Check out my new updated tutorial with the link in the description. I think that will clear your problem. Basically, before you bake the roughness map, you need to set the image to "Non-Color Data". I go over that in the updated tutorial.
Hey, Im having an error. It is everytime that i try to bake a texture. An error pops up ---> No active image found in material slot (2) for object "[OBJECT NAME]"
@@RyanKingArt The problem is that i had, And have. I ensured that i clicked it, in case and hit bake. The same error pops up. I Tried again but this time on another part. And then yet another error popped up --> Circular dependency for image "[IMAGE NAME]" from object "[OBJECT NAME]" Am i missing something?