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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.

1 vote

Baked textures look different to shader. Can anyone tell me why?

The procedural normals give strange result because the Voronoi's position are not normal vectors, you need to use the Bump node to generate the actual normals. The white parts: LeftBottomFlap, Le …
unwave's user avatar
  • 4,318
0 votes

Baking Textures with alpha and keeping the color Information

Plug the output socket with the data you want to an Emission node and bake it as the Emit bake type directly. Emit does not alter the output. The Cycles' diffuse is not a diffuse texture in the PBR se …
unwave's user avatar
  • 4,318
0 votes

Baking Specular Maps for Unity

Blender uses metalness and roughness. You would need to convert the maps and bake as the Emit bake type. The conversion can be done inside the shader. The specular map will be the Base Color input tha …
unwave's user avatar
  • 4,318
0 votes
Accepted

How to correctly bake Color Attributes to texture with multiple UVs?

You need to make sure: The UV layout does not have overlaps. When visualizing the texture — the UV layout it was baked for is plugged.
unwave's user avatar
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1 vote
Accepted

Can I merge textures in Blender?

For that, you use foreach_get and foreach_set on bpy.types.Image.pixels or a compositor setup, not baking. You can only bake into the RGB channels. To save the composed image, you can use the Viewer N …
unwave's user avatar
  • 4,318
1 vote

Baking material gets significantly darker than original colors

The canonical answer There is no canonical solution for a robust all-encompassing baking in Blender. Blender shaders cannot be distilled to a set of PBR maps without a lot of assumptions. The baking i …
unwave's user avatar
  • 4,318