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4 votes
Accepted

Why does the normal map bake darken the render?

Normal Map texture nodes should usually be set to either "Non-Color" or "Linear" color space. sRGB should never work for a correctly baked Normal map. Also, the Normal Map node ...
gcs_dev's user avatar
  • 610
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
  • 160k
2 votes

Baking metallic, roughness and ambient occlusion map into 1 texture map

It depends what are you using. If you got 3 values in shading editor, then YES You can bake all 3 into one, but must use emit node, or just directly connect packed values as color to output. I use ...
Grzegorz Krug's user avatar
2 votes

Anti-aliasing when baking textures?

Adjusting the texture's interpolation from Linear to Cubic only improves pixel filtering for renders, NOT for baking. Currently, the ONLY solution to have anti-aliasing when baking textures is to bake ...
Copperplate's user avatar
  • 1,208
2 votes
Accepted

Do baked texture images reduce resolution on the model?

Not the baking by itself. That's totally up to how it's done. You could have four 1024px² textures baked into one 2048px² texture. It's essentially the same textures copied into one. And the UVs ...
L0Lock's user avatar
  • 16.3k
2 votes
Accepted

How to prevent distortion after straightening UV?

As the quads are deformed between the object and the UV Editor, the image is deformed as well, we can see the inside triangulation of the face, to fix that you need to subdivide with a Subdivision ...
moonboots's user avatar
  • 160k
2 votes
Accepted

Shading (Stretching) artefact while baking

Select the problematic geometry in Edit Mode, and run Mesh > Normals > Reset Vectors or Mesh > Normals > Smooth Vectors.
Mr A's user avatar
  • 1,855
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 ...
moonboots's user avatar
  • 160k
2 votes

Baking Normal Maps to new UV map - How to avoid pixellation and stepping

Solved!: The original Normal map was a 32bit Tiff which Blender is unable to save as. Saving as a 32bit Float EXR solved the issues.
Callmepro's user avatar
  • 178
2 votes
Accepted

How to fix improper AO shadow issue? Trying to bake Ambient Occlusion map on a shoe model

When you have intersecting meshes, you're going to have discontinuous AO. When you use an image texture to represent that AO, you're limited to discrete samples of that AO, spread across the face. ...
Nathan's user avatar
  • 24.8k
1 vote

Bake Maps are Coming out so patchy

It looks like it's just a problem of image settings, it needs to be 32-Bit Float, otherwise you'll have this kind of artefacts:
moonboots's user avatar
  • 160k
1 vote
Accepted

Bake after Principle BSDF

Only Textools, not Blender, needs a material to finish by a Principled BSDF. And this requirement does not mean you have to put a Principled BSDF at the end of any material that doesn't have one: it's ...
L0Lock's user avatar
  • 16.3k
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 ...
unwave's user avatar
  • 2,598
1 vote

Problem when baking the textures of the model, the textures become black or disappear

If you provide more information this may help but here are common reasons : Normals are flipped There are no Diffuse or shaders connected to the material output Baking image over already baked Image (...
Faris's user avatar
  • 149
1 vote

Combining 2 BSDF nodes for metallic baking

What I've done is use your provided textures to feed into a single Principled BSDF This should fix the bake. In addition, if its a metallic map you are after, you can "fake" it by using the ...
Sam Stewart's user avatar
1 vote

how to bake shaders / texture into pngs for export

You are baking Diffuse, but you have Metallic=1. Metals always have black diffuse (because any light that goes inside them is absorbed). See this similar question. If you want to bake a texture that ...
scurest's user avatar
  • 10.4k
1 vote

Anti-aliasing for Baked Textures

Yes. As far as I know. I use Simple Bake though. Which is a $12 addon that helps to do this quickly, easily, and even lets you make presets for different image resolutions. It does a whole lot more ...
Zach Bowen's user avatar
1 vote

Why does my baked texture come out greyscale with no image texture or color?

Remove the "Mix Shader" and "Shader to RGB" nodes and use a "Mix Color" one instead, Shader to RGB it meant for EEVEE renderer I don't think it is useful with baking in ...
It's Just Chris's user avatar
1 vote
Accepted

How would I fix my diffuse colors not appearing from my High Poly baking object?

The details you want to bake sink under the geometry in a few places. Adjust the details to be slightly above the surface everywhere, and they should show up correctly in the bake. Edit: It turned ...
Mr A's user avatar
  • 1,855
1 vote
Accepted

How to bake a normal map on to a mesh

You don't have to change the existing unwrap, use the same UV map for the texture that you want to paint.
moonboots's user avatar
  • 160k
1 vote
Accepted

baked texture are black at edges

There are a few problems: some objects have duplicated vertices. Select the object, switch to Edit mode, and remove the duplicated vertices by a M > Merge by Distance there are overlapping faces ...
Blunder's user avatar
  • 14.2k
1 vote
Accepted

Adding UV image to an object

This is what you can see in the UV Editor or in the Image Editor: But if you enable the View > Repeat Image option you'll see how the image will actually be projected onto the surface of your ...
moonboots's user avatar
  • 160k
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
  • 160k
1 vote

How to I bake the displacement texture on an image?

If you don't want to change the UV islands size, you could play with the Scale values of the Mapping node. To make it simpler, plug an (Input) Value node into the Scale input of the Mapping node and ...
moonboots's user avatar
  • 160k
1 vote
Accepted

How to bake metallic materials into diffuse map?

The general thing in 3D that makes a metal metallic, is that it has a black diffuse and a tinted glossy component (along with an altered Fresnel response, but that's tunable.) This corresponds to the ...
Nathan's user avatar
  • 24.8k
1 vote

How to bake metallic materials into diffuse map?

There is no metallic pass to bake in the first place. Metallic data in the Principled BSDF shader influences the material's Diffuse and Glossy passes. Metallic isn't a pass in rendering, it's a type ...
L0Lock's user avatar
  • 16.3k
1 vote
Accepted

Different result when executing bpy.ops.uv.smart_project versus doing manually in 3D View

That is because your angle is incorrect. You have to pass your angle as radians, not degrees. ...
Harry McKenzie's user avatar
1 vote
Accepted

Blender python "baked" texture maps are black

Not a perfect answer but hope it will guide you. In your code you have to select the image_texture_node and make it active. ...
Karan's user avatar
  • 2,203
1 vote
Accepted

Why does normal map look so low poly after baking?

I’ve used pants-lp-first as low-poly, applied the Mirror modifier, shaded smooth, unwrapped with the Smart UV Project option, created a 32-Bit Float image, chosen an Extrusion of 0.1, baked, and it ...
moonboots's user avatar
  • 160k
1 vote

Bake Specular Map

The specular input of a principled BSDF is not the same as specular color. Principled's specular is much more akin to a remapped Fresnel or IOR. The specular color of a principled BSDF is derived ...
Nathan's user avatar
  • 24.8k

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