![]() ![]() You can choose to bake with direct, indirect (bounce) or both lighting and to include or exclude different render passes (diffuse, glossy.). Plus if the shader system is modern PBR based engine, you will also need:Īnd if it's specular based, you will need:Ĭycles materials can have very complicated node networks, so what I recommend is to build your material using the new Principled BSDF shader, and when you are satisfied with the result, bake all the inputs of this shader one by one into textures with 1st method (to not do this manually you can also search for addons that bake textures for specific engines, like this Unreal texture baker):ġst method - bake as Emit pass - anything that goes in, you get exactly out:įool-proof method for any RGB, B&W, Value or Vector shader input.Ģnd method - render the surface into a texture - it's like rendering into UV space instead of Camera space: ![]() ![]() Usually you need to bake several textures from a single material to be able to re-create it in other app's shader system. Many materials have properties like refraction, surface normals, roughness and many others, which rely and change with lighting. Not every material can be easily baked into single image without visual loss. How do I bake a texture using Cycles bake Different kinds of textures (normal map, specular map, albedo map, etc.) take different sources, from which you 'bake' the texture - it can be surface normals, materials, lights, etc. The method of creating textures is called Texture Baking. ![]()
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