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Questions about blender's Bake feature under the Render panel, such baked images as normal maps, AO maps, and displacement maps, and texture maps.

0 votes

Texture Baking in Blender not working on my models

You have a lot of materials in your current object, it will be much more convenient to use the Selected to Active bake mode: Duplicate your object, keep the copy at the same position as the original …
moonboots's user avatar
  • 168k
1 vote
Accepted

Getting Circular Dependency baking multiple materials (different than others)

You are not doing it the right. There are 2 solutions to bake the textures: You could create a second object (B) that would be the baking object and give it one unique material with the texture that …
moonboots's user avatar
  • 168k
3 votes

High to Low poly Texture Baking

Put the Metallic value of the Principled BSDF at 0, you can't bake the diffuse of a material with metallic.
moonboots's user avatar
  • 168k
1 vote
Accepted

How to bake floating geometry to normal map?

So here is what’s happening. Let say you have object A (the highpoly object you need to bake) and object B (the lowpoly, the object on which you want to use the bake) The bake is a kind of scan that …
moonboots's user avatar
  • 168k
2 votes
Accepted

Problem with the baking from multires

You've done a second unwrap, this is the one you need to enable: Your first unwrap seems pretty unusable, see how it looks, the islands are completely collapsed in the bottom left of the image, there …
moonboots's user avatar
  • 168k
2 votes

I have the gist of baking normals but some details don't transfer

It's probably due to the fact that the faces that you're trying to bake are perpendicular or parallel to the faces that are baking. Baking the normals save the tilt (orientation) of the baked face, no …
moonboots's user avatar
  • 168k
2 votes

based on each car animation

You could unwrap your object so that the faces do a straight UV (here I've used Follow Active Quads): Give it this node setup with a Gradient plugged into a ColorRamp and with the Mapping location va …
moonboots's user avatar
  • 168k
0 votes

How to bake an air brick with all holes inside

It's because your grooves are made of faces that are completely parallel or frontal to the normals of the object that bakes, normal bake save only normals orientations, not depth, you need for example …
moonboots's user avatar
  • 168k
1 vote

Baking objects always yields a black image

You have to recalculate the Normals of your ground, I guess they were messed up: Enter in Edit mode, select all and ctrl N, then Bake again.
moonboots's user avatar
  • 168k
1 vote
Accepted

Baking not working for complex material

Put a Diffuse node between your ColorRamp and your Output, otherwise it acts like an Emission and you won't be able to bake the material.
moonboots's user avatar
  • 168k
1 vote

How to bake a high poly, smooth cube onto a simple, sharp cube?

I don't think you haven't done anything wrong, it's just that the normal map you're using on your low-poly won't change the geometry of your low-poly, and if your low-poly have orthogonal angles they …
moonboots's user avatar
  • 168k
0 votes

Baked texture is distorted - it has some weird lines

You've set a Max Ray Distance, it will stop the ray before it hits the face it is supposed to bake. Bring back this value to 0 so that the ray is infinite and the bake will work fine. Also increase th …
moonboots's user avatar
  • 168k
0 votes

Baking image is partially black, has weird shadows in wrong places

You have overlapping UV faces, it creates a baking problem, unwrap again, for example with the Smart UV Project option.
moonboots's user avatar
  • 168k
0 votes

How to make a specific texture that load in the game as Cloth and make it look like leather

So I guess you need to do it in an image editor software and change the color of the Diffuse image to a brown tint, and also light (or darken) the image used for Specular (or maybe it is for Roughness …
moonboots's user avatar
  • 168k
1 vote

Why is this bake wrong on one side of the X axis?

I guess you didn't select the good UV Map in the Data panel, i.e. the one that has been used in the Node Editor for your face material, as you can see on this screenshot:
moonboots's user avatar
  • 168k

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