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A tangent space normal map is a bake of normals relative to the low poly's normals. Whenever you make a tangent space normal map, it is going to take your existing normals, whether they're flat shaded or smooth shaded (or custom split normals, for that matter), and bake them into your normal map. So I think you just have a bit of a misunderstanding of what ...

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The simplest way to do such a conversion is to calculate the dot products between the Object_Space_Normal and the Tangent plane, and then 'normalize' the result to RGB. $\vec{Tg}_N = 0.5 + \begin{bmatrix} \vec{Tg} \cdot \vec{N}_{obj} \\ (\vec{N} \times \vec{Tg}) \cdot N_{obj} \\ \vec{N} \cdot \vec{N}_{obj} \end{bmatrix} / 2$ And with nodes: This is the ...

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If you don't need extra geometry, just use an image as a bump map to fake the relief. This will allow you to keep the vertex count low, as all you need is a simple plane. Or you can use the image as displacement if you need real geometry. Note that, in order to get good results, you need a lot of subdivisions. Of course you will need the correct dymo font ...

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Each quad face is always made of 2 triangles in 3D softwares. I guess the result you see has to do with the way Blender will triangulate each of the 4 faces it creates when it subdivides. Here I use a grid as image texture to make it more understandable. On the left, the original object, on the right, subdivided once. Here is how Blender triangulates: If I ...

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I think I will give you some basic steps, that is, add a node of type "TEX_IMAGE", assign your image to it. therefore: obj = bpy.context.active_object # You can choose your texture size (This will be the de bake image) image_name = obj.name + '_BakedTexture' img = bpy.data.images.new(image_name,1024,1024) #Due to the presence of any multiple ...

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I think this is not directly possible. Though, a workaround is to use an intermediate surface which is glass, combined with emission (as this setting darkens the surfaces). Then, bake (transmission) from it to the target plane. A and B are inverted from initial setting As (poor) explanation, my hypothesis about why it works is here: The transparent BSDF ...

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I've worked with various games engines for about 18 years now so I'll try my best to answer your questions. For something kinda small like that I'd say 200 tri's at the very most. 2-5k is a LOT for a cup considering that weapons tend to be about 2k max. Also creating good levels of detial (LODs) might help a lot as well but I've not really worked that much ...

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Cube has attached three separate Shaders (materials) - Pink, Green, White ... To bake them into one texture ... add Texture node with new (empty) image and keep node selected. Do the same for other materials (like here for Pink and White). Just copy&paste node and keep selected. In case you want bake only color pass, select Diffuse and uncheck Direct ...

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You can bake this. Give the texture mesh an emission material. Select the object, then the target object (SHIFT). In an image editor create a new texture (square, left) Add an image texture node to the material of the target object, select your new texture. It does not have to be connected to anything, but make sure it's active (clicked on) In the render ...

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I'm just answering this because the bounty is almost up and so far there are no accepted answers. As others have mentioned above, it is possible to bake the "simulated height data" in the form of Ambient Occlusion from a Bump Map being multiplied into the BaseColor. EXAMPLE: I made an image of a sphere as it will eventually (truly) be - smooth with ...

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The two lowres cubes are not the same. You may have rotated them or changed the vertices in Edit mode somehow... Here are the vertices IDs shown using the MeasureIt Addon (also possible by enabling developer mode in settings somehow). Also the UV unwrap are not the same either for probably the same reason. If you split the seemingly same quad face into two ...

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I found out how to use an equirectangular image as a projected texture for projection mapping type scenarios. Maybe it's helpful to someone else, so i'll share it here. Render an equirectangular panorama of the scene. This needs cycles and the camera set to panoramic instead of perspective. Save the rendered image. go to the thing you want to project on, go ...

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You are trying to bake a Displacement Map, but looking in your file shows you have no displaced mesh. What you want to do is create a Height Map from existing geometry. This is a solution if someone experiences the same problem but has a displaced mesh: Check if you have applied the Displace Modifier and set Level Viewport to 0 in the Multires Modifier ...

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There is an addon called principled baker . It creates new image texture for every material and select them then bakes all the materials in to textures according to pbr material workflows. It is a free addon and works for both 2.79 and 2.80 . Go for it you will be preciated.

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Dynamic Paint can output to different targets depending on the Format. In your example you're baking to Vertex weights. However, changing it to Image Sequence will give you a new Output panel that allows the output to be baked to a sequence of images : Once stored as a series of images you can use an Image Texture node set to 'Image Sequence' to retrieve ...

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It took a while before I figured this out. I watched video after video still not knowing how to do it. Until a few days ago I figured it out. I needed to bake a normal map and I still did not have the bake option. Then this popped into my head: "I wonder what happens when I switch it to CPU mode instead of GPU.". After I switched it to CPU I saw ...

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The normals of the plane object are facing the wrong way (downwards). To correct this: in Edit mode select the plane then open the Mesh menu > Normals > Flip . Note: because your image to bake to (dark marble texture) was not packed into the .blend file I had to create a new one that is called new_bake in the screenshot below.

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If one of your textures has an alpha channel, you can connect it like this. In the image below, I mix a Moss Texture (with transparency) with the BaseColor of a Concrete PBR Material, using a MixRGB node, and the Moss Texture's alpha channel as a mix factor.

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I have previously developed an add-on to achieve this (Smoke2EXR) for the old smoke simulation (Blender 2.81 and earlier) and am in the process of updating it to work with the new Mantaflow fluid simulation (Fluid2EXR) in Blender 2.82 and later. The add-on can be downloaded from https://github.com/baldingwizard/Blender-Addons/wiki (click on Fluid2EXR, ...

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You can set a bigger margin without perturbing the bake itself: So the result is: And the models are still quite nice: So for the api, use the margin parameter: bpy.ops.object.bake(type='DIFFUSE', margin=512)

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The problems were caused by some non-planar quads as lemon said in the comments. For some reason, the direction in which tris are generated on those specific quads is important. Maybe in the bake, they were autogenerated in the opposite direction. I think that's the case, because when I join vertices to make edges in the opposite direction of the shading, ...

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If you give your object a Metallic value of 1 with a Roughness of 0.5 then Bake Type > Glossy, you'll have this kind of result:

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Your normals are flipped inside (red on screenshot), the baking rays go in the bad direction and don't hit any surface, so go in Edit mode, select all and press Alt+N > Recalculate Normals:

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Close to 2 million faces, high levels of subdivision surface modifiers, large textures 2K and 4k... all of that uses resources from your computer and eventually you will run out of them. Read: Why does Blender use so much memory for large textures? Using 4k textures on something that will only be a few hundred pixels tall on the screen is wasteful. Solutions:...

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The edges of your snow object are very large n-gons: The vertices of the n-gons do seem to be coplanar, and the normals appear to be facing the right direction, so I’m not entirely sure why this causes any trouble. But empirically, they do seem to be the source of the issue—if I remove them, the problem goes away: If you need the edge faces, an easy way to ...

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I think your problem is in view port settings. As you wrote, your image RGB goes over variety of colors and the corners should give absolute number of the color (as 1.1.0 in case of yellow) This can be picked by color picker in UV editor or texture paint as the texture is shown without any view port shading. In fact, the view port has some basic shading and ...

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Ok I finally figured it out. It is not as good as the color map from above, but its close enough... Here is what I did, if anyone has the same problem: Add those nodes in the blender shader nodes and click on viewport shading (with cycles renderer) You can adjust the border from the bevel node.

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I may be wrong but it looks like there's no automatic way to bake the height map of a Displace modifier. If your object is flat with 3D relief, you can apply the Displace, give it a black and white gradient texture on the Z axis, plug it into an Emission, create a plane above and bake the Emit. If it's a more complicated object, Ilakya gives here a method to ...

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One way to do this is with an intermediate bake. Assuming the original object is displaced by the modifier along its normals... (Bake Type: 'Emit') Bake the positions of displaced shading-points of the modified object, in object space, by using these nodes: Use a floating-point format, some numbers in the next step will be negative, so OpenEXR is good. I've ...

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It means that the bake worked, now you need to save the image that the bake has created, open the Image Editor or UV Editor and either pack it into the blend file itself or save it in a folder:

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