Timeline for How do you bake texture maps for a material with mixed shaders?
Current License: CC BY-SA 4.0
10 events
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Mar 23, 2023 at 19:46 | vote | accept | NickJ_001 | ||
Mar 23, 2023 at 18:20 | comment | added | Martynas Žiemys | I hope the answer is clear now. Let me know if I didn't manage to communicate something clearly enough. | |
Mar 23, 2023 at 18:14 | history | edited | Martynas Žiemys | CC BY-SA 4.0 |
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Mar 23, 2023 at 18:01 | history | edited | Martynas Žiemys | CC BY-SA 4.0 |
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Mar 23, 2023 at 16:24 | comment | added | NickJ_001 | Much appreciated! | |
Mar 23, 2023 at 16:22 | comment | added | Martynas Žiemys | I'll try to updaye the answer in a few hours when I get a spare minite. | |
Mar 23, 2023 at 15:36 | comment | added | NickJ_001 | Would you be able to demonstrate what you mean? I'm not certain that I understand the way that you're explaining it. | |
Mar 23, 2023 at 15:34 | comment | added | Martynas Žiemys | I think you mostly want to have one Principled BSDF before you bake. Usually the whole idea is to have one shader and different properties for it in different parts. You are supposed to mix the textures, not the shaders. All the tutorials about baking one Principled BSF will work for you then. | |
Mar 23, 2023 at 14:11 | comment | added | NickJ_001 |
Right, but then how do you go about baking the maps? Do you just sample from the Mix Shader node? Are there any special steps for making sure that each map bakes properly? I might not entirely understand how the Mix Shader node works when it comes to this application, and I'm certain that I'm going to end up doing it wrong. I'm not finding any tutorials for baking with more than one BSDF online anywhere.
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Mar 23, 2023 at 7:47 | history | answered | Martynas Žiemys | CC BY-SA 4.0 |