![]() ![]() For example, shown below the pips of a dice are baked to a separate image that’s mapped to a decal sub-mesh that sits above the main objects surfaces. The issues associated with baking and texture density can be mitigated by judicial material and UV map usage. UV maps play an important role in Bake so should be unwrapped to use as much space as possible, especially where fine detailing is being rendered, which will blur at lower resolutions. ![]() Special attention should be paid to this, especially where clarity is dependant on pixel density the amount of space occupied by a given detail – the greater the amount of texture mapped to some feature the clearer those details will be rendered. While material assignments are relatively straightforward – they just need to be assigned to the object in question – UV maps are subject to the structure and shape of the object being baked, the amount of texture space available, and the overall layout, all with a mind to being optimised so as much space as possible is utilised. This then becomes the substrate to which the objects UVs are unwrapped and mapped (image-bottom) – the image won’t appear on the mesh when disconnected from the material tree but will be visible in the UV Editor for UV editing (when selected as the active asset).īefore baking, meshes need to be set up with a UV map that has an image assigned as both are used to guide the process, the UV map as to ‘where’, the material image being ‘what’ is rendered to. The cubes material has an Image Texture node associated with it that in-turn references a generated image (Color Grid). The node does not need to be linked to the material tree but should carry UVs when unwrapping objects in the UV Editor each UV section or segment needs to be associated with the corresponding material, essentially accommodating an objects UVs being split across a number of images – for mapping UVs manually in the UV Editor images will need to be selected and set as the active objects by clicking the Browse Image to be linked drop-down that lists the assets available for selection. ![]() Important: UV maps are essential for baking to work correctly so for each material rendered, an Image Texture node, referencing an external bitmap or procedurally generated image, is necessary. Absent one or the other, or both, an error message is displayed and the process fails. To do this objects need to be properly prepped in that they should be 1) fully UV unwrapped and UV mapped, and 2) be assigned at least one material that references an image, either generated image data or an external bitmap.ĭesign note: the Bake process needs both UV and image the UV map defines the boundaries within which rendering occurs the image associated with the material being the substrate or ‘canvas’ upon which this is done. Once baked, images can be saved externally and linked back to a material in Blender, or used as a resource in a third-party application or game. Bake PrepĪs briefly mentioned above, Bake can be used to generate images from mesh and/or material data. 200KB | *.blend) – example scene for testing Bake process select Cube#1, then Texture Image node ‘cube’ and click Bake (ensure ‘cube’ is disconnected from Principled BSDF).ĭesign note: there are a number of reasons why textures might need to be baked but doing so is generally a useful and effective approach to optimisation. In either case Bake is a useful tool for rendering image assets based on object or material data that can then be saved and referenced externally.ĭownload: Katsbits – Bake Example (c. ![]() Baking a diffuse map on the other hand might take that same low resolution mesh and render its textures relative to the scenes influence on it, including the way lighting affects surfaces, shadows, shininess and so on. In practice this means baking a normal map for example, renders structural data from a high resolution mesh to a textured low resolution version of the same object, the process essentially transferring or converting object specific data relative to itself. There are two basic approaches to Texture Baking in that maps are rendered relative to 1) Objects or 2) Scenes. ![]()
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