![]() bake diffuse direct/indirect (only for Combined and Single/Batch, does not work properly for Selected to Active).update to changes in Image nodes and Principled BSDF nodes in Blender 2.80.fixed: non-mesh objects in selected objects causing problems.fixed: diffuse image colorspace not in sRGB.fixed: missing custom suffixes (are part of Bake List).detection of Bake Types for Bake List from selected objects.Bake List for manual selection of Bake Types.fixed: missing check for selected Diffuse passes.fixed: save in wrong path with relative path in Blender 2.79.fixed: Selected to Active UV Map check for selected objects.fixed: codec for OPEN_EXR, codec for TIFF, quality for JPG not working.fixed: 16/32 bit float images wrong colors (from view transform).Bump (Height) removed from Bake List (is in Additional Bake Types).Ambient Occlusion removed from Bake List in Blender 2.79 (AO not supported in 2.79).UI change: Bake List below bake button and bake mode to make scrolling less annoying.– typo in github name (can not be solved?) – batch baking with shared materials can give useless, half baked image textures – results for Tangent might not be useful – results for Subsurface Radius is not useful With Material Name to define the Material ID Colors: Duplicate colors are possible!īaking “in” Eevee did crash Blender 2.80 beta sometimes! I had no crashes with the recent builds while testing. No bake from Ambient Occlusion Shader in 2.79Īuto UV unwrap not available in Blender 2.79 for multiple objects (bake mode: Combined) Some results from complex mixed shader node trees might not be useful If a Normal Map and a Bump Map is baked, the Bump node will not be linked in newly created material. If just a Bump node is in the node tree, the Normal Map will always be baked. This prevents false colors at transitions from being baked into the Color Texture.ĭeactivate “Exclude Transparent Colors” to bake transparent inputs to Color Texture. (Blender 2.80)Ĭolor inputs of transparent nodes (Transparent, Translucent, Glass) will be ignored by default. (for now see Baking “in” Eevee)ĭisplacement works only with a Displacement node. Auto UV unwrap option: Smart UV Project/Lightmap Packīe careful with Overwrite! It does what it says!īaking works in Cycles only.Create new material with new image texture nodes (most image nodes connected).Single/Batch (previous default): Bake every selected object separately.Combined (new default): Bake a single selected object or bake multiple selected objects with shared UV maps. ![]() Autodetection/Manual selection also for Alpha, Emission, Ambient Occlusion (from node 2.80 only), Diffuse, Glossiness (invert Roughness), Bump (as hightmap), Vertex Color, Material ID.bake almost all Principled BSDF (and more) inputs (Color, Metallic, Roughness, etc.) to image textures.Autodetection of what needs to be baked by connected inputs.Making sure Blender can bake all these easily would be a big step in fleshing out PBR texture creation for Blender.Bake PBR textures with a few clicks Features: For a large majority of modern game assets, you need 5 maps: color, roughness, normals, metalness and AO. ![]() Getting these changes would help a lot in moving Blender forward for being a proper PBR texture creation tool. Maybe adding an option called 'ALBEDO' could be useful as the bake type that does get darkened in case you still want it to do this. In the diffuse Bake Type, make 'COLOR' just bake down the base color without metal darkening. Eevee supports all these maps already, we just need to be able to bake them! Making sure Blender can bake all these easily would be a big step in fleshing out PBR texture creation for Blender.
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