Blender Secrets - Baking Bevel and Occlusion maps

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  • เผยแพร่เมื่อ 3 ต.ค. 2024
  • If you want to have fine control over edge wear effects that works in both Eevee and Cycles, you should first bake maps that identify edges. This is also how programs like Substance Painter work - there, they call this kind of texture a “mesh map” and you bake them before you can take advantage of real-time “smart” materials and add effects like edge wear. In Blender, we can follow a similar workflow.
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ความคิดเห็น • 43

  • @boriskourt
    @boriskourt 2 ปีที่แล้ว +10

    This has always been my favourite technique. Can get really creative by using these as masks and inputs.

  • @piorism
    @piorism 2 ปีที่แล้ว +1

    The part about getting the bevel information using a dot product with the normals is extremely useful - thank you for sharing.

  • @animgreat2719
    @animgreat2719 2 ปีที่แล้ว +1

    as always, amazong!

  • @skypc6578
    @skypc6578 2 ปีที่แล้ว +1

    nice always like your videos and learn a lot

  • @fnafgamer2469
    @fnafgamer2469 2 ปีที่แล้ว

    I’m definitely gonna be using this to make Metallic maps. Thank you so much!

  • @nightblade178
    @nightblade178 2 ปีที่แล้ว +3

    Ambient occlusion can be baked in the settings instead of using nodes

    • @BlenderSecrets
      @BlenderSecrets  2 ปีที่แล้ว +7

      Literally what this video is about ;-)

  • @danielf5651
    @danielf5651 2 ปีที่แล้ว

    Awesome as usual

  • @orphydiancg7759
    @orphydiancg7759 2 ปีที่แล้ว +1

    A more lengthy vid on the full process pls?

  • @MB-nh9dr
    @MB-nh9dr 2 ปีที่แล้ว +1

    I’ve always been wondering how to find edges like this! Is the baking required or can you run in real-time nodes? Thanks for the tip!

  • @theomiado7954
    @theomiado7954 2 ปีที่แล้ว

    Super useful

  • @orphydiancg7759
    @orphydiancg7759 2 ปีที่แล้ว +2

    Do you need to UV unwrap the model first?

    • @Velta_Nox
      @Velta_Nox 2 ปีที่แล้ว

      Obviously, yes. ^^

  • @3danimator
    @3danimator 2 ปีที่แล้ว +1

    ♥️

  • @amjadmosawi2923
    @amjadmosawi2923 ปีที่แล้ว

    how can I bake a texture that is not active on any object , its says no active uv layer )) for that unconnected image texture , what I missed exactly ?

  • @BrianLife
    @BrianLife 2 ปีที่แล้ว +1

    Ok, Im willing to do work and I do appreciate all you share But, I don't like how you have nodes at the end but don't tell what they are. its all so fast. I know its for IG but its get annoying stopping the videos. and then searching to find out what these nodes are when you don't mention the,. Like especially at the end.

    • @onjofilms
      @onjofilms 2 ปีที่แล้ว +1

      You can play it back at a slower speed dumbo.

  • @murdocklesban6836
    @murdocklesban6836 2 ปีที่แล้ว

    excuse me yuoru model is unwrap? mine looks dark completely

    • @BlenderSecrets
      @BlenderSecrets  2 ปีที่แล้ว +2

      Yes if you want to bake textures, you'll need to unwrap the model.

  • @hasanbasryand6880
    @hasanbasryand6880 2 ปีที่แล้ว

    Hi. I'm wondering about such a thing. We can bake and output textures in the shading panel of the blender. For example, I created a lava flow, animation in the shading panel, so how do I output it? Also my main goal is to dump this output into an unreal engine.

  • @aristateles1549
    @aristateles1549 2 ปีที่แล้ว

    Do I need to do it from high poly to low poly?

  • @DaeOh
    @DaeOh 2 ปีที่แล้ว

    yea I don't get this one, like what exactly is the output and how can I use it as a "mask"

    • @piorism
      @piorism 2 ปีที่แล้ว

      That's the essence of texturing - defining features (edgewear, details, anything really) as BW information that is then used to blend two or more colors or materials. For instance a grunged up version of the edge mask shown in the video allows you to differenciate, say, the paint on the surface of an object from the metal that shows underneathat the location of chipped edges. How to use these masks is up to you (Photoshop, Substance painter, or directly inside blender as the factor in a mixRGB or mixShader node for instance).
      As for the output : The blender baker bakes to the currently selected image node, in the currently selected material. So in order to save these masks as texture you have to first create an image node insider the material of the object you are baking information from ("from and to" in this case, as the source and target objects are the same).

  • @rhanggaadhiyaksa8307
    @rhanggaadhiyaksa8307 2 ปีที่แล้ว

    do i need to bevel my 3d model first before i can use these edge nodes ??

  • @evankirsh
    @evankirsh 2 ปีที่แล้ว

    Everything goes fine until I try to bake the bevel map. The end result is just black. Anyone know what I'm doing wrong??

    • @BlenderSecrets
      @BlenderSecrets  2 ปีที่แล้ว

      Black result when baking is typically the result of selecting in the wrong order. Are you selecting things in the Outliner or in the 3D viewport?

  • @TimParaxade
    @TimParaxade 2 ปีที่แล้ว

    Why invert the result of the AO node?

    • @BlenderSecrets
      @BlenderSecrets  2 ปีที่แล้ว +1

      With a mask, you generally want the white part to be the “revealing” part and the black the “hiding” part, if that makes sense. So the crevices are the parts you want to show with the Occlusion mask (for dirt, stuff like that) so that’s the white part of the mask.

    • @TimParaxade
      @TimParaxade 2 ปีที่แล้ว +1

      @@BlenderSecrets Ooooh, so it's an Occlusion _mask_ then! Makes sense that way then!

  • @pile333
    @pile333 2 ปีที่แล้ว

    Nice. Dot product?

    • @josteinliesvalheim3271
      @josteinliesvalheim3271 2 ปีที่แล้ว

      It's the vector math node. The math nodes change names based what function they're set to :)

    • @pile333
      @pile333 2 ปีที่แล้ว +1

      @@josteinliesvalheim3271 Yes, I know, but I've never had the chance to see that in action so far.

    • @piorism
      @piorism 2 ปีที่แล้ว +1

      @@josteinliesvalheim3271 .... and that's a very annoying UX design, by the way :D There are few things worse than a node that cannot be identified by its label. Hopefully this will get changed one day ...

    • @AntoSketcher
      @AntoSketcher 2 ปีที่แล้ว +1

      [Shift] + [A] > Add > Converter > Vector math

  • @Sigmamagic15
    @Sigmamagic15 2 ปีที่แล้ว

    How to quick edit blender krita
    file path for linux ? in preference

    • @BlenderSecrets
      @BlenderSecrets  2 ปีที่แล้ว

      I’ve never used Linux, so no idea! Maybe you can ask on Blender Stack Exchange?

    • @Sigmamagic15
      @Sigmamagic15 2 ปีที่แล้ว

      @@BlenderSecrets THANK YOU FOR REPLY 👍

  • @chryssdale5747
    @chryssdale5747 8 หลายเดือนก่อน

    Uv unwrap your model

  • @pinyw683
    @pinyw683 2 ปีที่แล้ว

    Useful

  • @caribbeanchild
    @caribbeanchild 2 ปีที่แล้ว

    But the object already has a texture? We just made a mask! Where do you create the new texture? In another slot? I wish the people that make these videos would think a little about people who are actually trying to learn. All you do is create more confusion. We don't need more confusion in Blender. Frustrating.