the main benefit of using procedural materials is that they are super customizable. But using texture maps are actually better for performance and render times.
Yeah Sorry about that. I have mild dyslexia so sometimes I accidentally switch numbers around. And I didn't catch it until someone else pointed it out later after uploading the video.
This looks really interesting! I'm trying to make one global wood texture for tabletops (specially tabletops in different sizes) Do I still need to do the UV map processing or can I just use the whole texture instead? I was thinking, if I would make 1 big one and add material offsets to the tabletop, then it always would look different, only using one texture and it will always look different, should be more natural right? As wood is a nature product its not always repetitive/ seamless. What are your thoughts?
Hey, this video has been very helpful because me and my friend are trying to make a game. In order for me to get the textures to him i have to bake them. My only problem is that if i uv unwrap the object then the baked images get put onto that map and can''t be used and doesn't work in unreal engine 5. Do you know if there is any way that i can bake the textures and have the images textures work in ue5? Thanks.
It is also of notice that if you use the Sheen option, it will make your colors white (or a lot brighter). Have been baking some materials i got for a personal proyect and wondered why it turned out white in the baking... it was the Sheen ( or the clearcoat.. one of those).
Hey Ryan! Can you by chance make a video on how to bake cel shading with the hull lines? I've been struggling alot with doing so since I need to import it into a game.
The metallic looks like full black around the object and white in the islands. I don't see any shading, just pure black and white. This might be a stupid question, but a 1 pixel white image wouldn't be the same?
yes, you could do that, but it wouldn't be consistent with the other textures sizes. Also, if you have a texture going into the metallic value, then you'd want to bake it at the full quality.
@@RyanKingArt I mean, apart from not being able to transfer procedural materials to an other platform, you generally bake texture because you're done modeling and getting ready to use your model in a game engine or whatever. Even if you stay in blender, you bake it not to lag your viewport and reduce render times. What I'm saying is, generally you bake for performance gain, and saving an image in 4k resolution but only using it to get a value between 0-1 contradicts that. I mean, what do I care if it's not consistent size if it doesn't need to be and reduces render time or preforms better in a game engine? Of course if you have something actually plugged in, that's a different story, but generally you want to cheat where you can. At least that's my understanding, but I'm not a professional.
how do you do this so that the texture can be uv mapped to another object? im trying to bake a procedural burlap texture for making burlap straps but i need to uv map the straps to the texture so they arent distorted. maybe im just dumb but i watched this and the uv unwrapping tutorial and i cant seem to bridge the gap between the two. like i can uv unwrap my straps and i bake the texture of the burlap on the flat plane but i can uv map the straps to the plane because i cant select the texture itself only the individual pieces. what am i missing?
Ryan for example, when I bake my material, everything seems to be okay in blender but when I try to apply the material in Sketchfab for example the material is completely messed up. The proportions are wrong and stuff like that. Do you know what should I do ?
Does using baked textures improve viewport response and improve render times or decrease memory costs? I’m working on what will eventually be a very large scene. I’m doing it entirely in Blender, no exporting to another software, so I’m wondering if converting my procedural materials to baked textures could help me out. Thanks!
@@RyanKingArt Thanks! I don’t have a potato PC, but it’s still a 10 series GPU (1080 ti), and I I’m going to have some mountains covered in trees, among other things. So I know it will slow down quite a bit once the whole scene is built, thus looking for some easy ways I can save on performance and rendering.
Quick question on the normal map output - if we import these baked textures into something like Unreal Engine running on the Windows platform, do we need to mess with inverting the green channel on that image texture? I just remember reading that any renderer using Direct3D is the oddball in comparison to most other 3D renderers, in that it needs an inverted green channel.
This has inspired me to try making tutorials of my own some time in the future, to shrink this to five minutes. I do very much appreciate you teaching me how to bake my materials, but it could be compressed so much more, and I apologize if I sound disrespectful by saying that.
Glad I saw the link from the old video to this one. I followed one of your procedural planet tutorials and wanted to bake it as a test and it kept coming out really really bad quality so thank you for re uploading a new video
@@RyanKingArt I have to say, for the entire ecosphere of game development, texturing, shaders, and procedural things I couldn't figure out for the life of me but your channel and your skills has helped me immensely thank you man.
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
So I'm having an issue that I'm not sure how to figure out or look up. I'm trying to save as a FBX file. I go to export and choose FBX. I had followed your brick tutorial cause ironically I wanted a singular brick for my project. Then I learned that I couldn't export the procedural materials, which lead me here. Originally, my brick was saving as a light blue color (before learning how to bake.) Now its saving as like... a metallic color - but I didn't save any metallic maps, I didn't even use metallic. the value is 0. I had red/orange for colors, and it turned the silver. the texture saved right from what i can tell. and all the color spaces are correct. So im not sure how/where to go from here.
I didn't succeed, well yes, but the result is unusable, I just get a solid color more or less close to the original, it's a bit like UVs, it's really hard to get something d 'usable, so I'm going to stick to my method, I do everything by hand on krita and photoshop. It's long but I've never found anything really effective, (I also bought all the addons available on the subject but it's even worse aside there). At least it convinced me not to come back to it for a while, the time it evolves a little on that side.
Hey Rayan Thanks for the lessons! I am facing an issue in baking gradient maps. I am. Following the tutorial and still cant get correct. Though other parts of the scene are baked properly. Can I share the image somewhere?
thank you for the tutorial i have a problem with bake normal map i have 3 normal map two are details maps and i use mix nods to combine the 3 maps and scale the details maps on the x y z use the mapping node the problem i have after bake the map are different and i see big line the scale did not apply correct
Ok sadly the part that was important for me was skipped . Is this manual way bake the highpoly mesh angle too ? Or just the texture? I see the addon got that high to low option but whats the different in the process ?
Awesome, well explained even for beginners. Thank you. I wish Quick Baker also could automatically replace the procedural materials with the baked ones.
Thanks Alot Ryan. Very helpful but my question is if there is anyway that I can bake a material that has Multiple BSDF nodes, like Multiple Principle BSDFs and Mix Shaders. I am really stuck in my process because of this. Let me know please. Thanks.
I'm confused about what's supposed to happen with the mesh surface. Does the baking actually alter the mesh. I see the deatails in the sphere, but around the perimeter, it still looks flat.
Okay so I've been stumped on this for a while. made some brushed metal for a fridge I was making. When I tried to bake the color It was always black and I never understood why. So disabling Metallic is the solution I've been looking for! This Is why I'm subscribed to you, I always learn new and awesome things! ^^
Do you know of any way to easily translate a procedural material to geometry nodes? I love following your texture tutorials but most of my work is in 3d printing and textures/materials aren't as useful for that as changing geometry
To 3d print a procedural material with surface detail, you will need to bake the displacement out to a displacement map. Then add back in the displacement with the displacement modifier, using the baked texture map. Then after that, apply the displacement modifier so the bump detail is actual geometry.
@@RyanKingArt oh neat! I think I've seen people doing something similar before. Would be cool to see a video from you on it, your explanations are always so good
wait, if you have an object which is metallic troughout wouldnt it be easier to just generate a white picture and use that? i mean it is nice to see how its done, which is prob why you did. but still
@@RyanKingArt It can lead to problems down the line when other software like game engines or batch processing have to use those filenames, or simply using it in a URL. It can lead to bugs when they cant resolve this whitespace.