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Ryan, we will always support you, as long as you dont turn into another blenderbros please. And my god you are good at teaching bro, there is not a tutorial you have ever put out that i have been confused, at most i have had to pause and retrace steps but have always made it easy to understand the tipic you cover in your videos. Thank god for you man, you're the only one left on TH-cam that doesn't feel like a 20 minute infomercial about your book, your class and how the tools you use (usually paid tools) is what we HAVE to get to be good. Thank you. Truly from the newbie community
wtf, thats one of those videos where u r like" why after learning blender for over a year now have never ever seen smt like that this easy, smart, brilliant??
MAAAN, WORDS CANT DESCRIBE HOW EXTRA HELPFUL THIS IS, ive been looking everywhere!! looked it up on discord and chatgpt and asked my friends and literally couldnt find any soultions, you preciesely solved my issue man thanks!!!!!!
Your tutorials are super high quality, very to the point without unnecessary interruptions which is a scarcity here on yt and providing lots of useful info in the meanwhile. Thank you so much!
Your channel is amazing! Thank you so much for all of the tutorials and the hard work that you put in to teach your subscribers!! Really appreciate it 😄
i was searchin this topic yesterday whole night all other channels are dump just showing complicated methods and not success result.but this guy is amazing. iwas already his subscriber but topic wise searching was difficult in his channel
Thank you for this quasi part 2 tutorial from your procedural SciFi Metal. Combine this with your other bake-tuts and I'll have a game-ready Borg cube in no time!
Hi ! Thanks for your tuts ! Very useful 👍 just would like to ask you how can I get exact middle level of displacement from the black and white texture ? I need to make logo on the round surface and I want its effect only in negative value ... but the white part going to up . And if I invert this texture of course it's doing apposite way but it's not working as I want ....
great tut. very useful. and triangles are fine in games for static objects. and really if people were less lets say uptight as long as your triangles are gen even ish it would also be animation ok...but people think too much and over complicate many things. thanks for these. great pacing and great concepts to get people confident to move forward.
the thing is even when he decimated it i noticed it was still close to 500k tris. that seems a lot just for a piece like this. still, it was a great tutorial.
@@circle2867 Yes, as I said, the topology is terrible. 🙂 If you want to use it in something like a game engine, then it would be best to manually retopologize it.
great tutorial but I am having a major concern: can we bake after the displacement node is connected ? currently you are selecting the ColorRamp before the displacement output to bake but for us this would not work since we want to make adjustments to our displacement before we bake.
Hi Ryan, hope you are doing okay. One quest: my Principled BSDF has only 6 input slots. What do I have to do to get as many slots as yours? Ty, your tuts are top top
Does anyone have a better way to transfer textures from a high poly object to a low poly? Ive tried displacement (which is I cant get working). Ive trued normal mapping but normals only add detail (the "hills" not the "valleys"). Very frustrating.
Shame i cpuldnt get this yo work in 4.23. i can make the displacement map and it shows up in the texture window but it just doesnt displace. Must be missing something. A few buttons have move too since you last post.
Yes it did. I thought it was going take a while before I got a response. You earn a new subscriber. Apart from that your video helped me solv my problem. You're awesome.
hello, pls is it possible to fully detail a complex form like the uv sphere and then bake the "HEIGHT MAP" to an undetailed sphere...starting from how to even get the height map from the detailed uv sphere
Great tutorial, quick question tho: How was this done before the Material Node 'viewer' node addon was available? So the standard Material Output won't 'emit' anything to be baked?
Just using a normal emittion shader should work. I think the viewer node is just a renamed one anyway. You can also just connect it straight into the output with no extra nodes and it should work fine
Why would there be variation between my baked displacement and the procedural texture before the bake? I've applied all transformations and feel like I've followed along accurately. I've done it a few times over to be sure. Can't figure out why it's not working.
@Ryan King Art Quick question, after you bake the displacement map and then add the displacement modifier, CAN you create a normal map for a low poly model by baking the high res model texture to the low one? Is this another viable method? (Although in the case of this mesh that you used its displaced pretty deeply so I dont think you can in this case.) Im just wondering because I've been figuring out a workflow for this when working on a game in unreal. I think that that your tutorial solved a big piece of this puzzle. Thanks by the way. Definitely subscription worthy:)
What if I made a texture with more then 1 Displacement Node. In my case I have three displacement nodes, with various scale and mid level settings, added together with Vector Math nodes (which might not be the suggested way - I'm somewhat new) and I want to bake the texture AFTER the displacement nodes, not before, so I can tidy those up bit. Is that possible? I tried it a couple of times and can't quite get it to look like it does pre bake. I'm also having a hard time finding info online about using more then one Displacement node at the same time. Would love some help if you can give it. Also, great tutorials! You're one of my go to dudes for Blender learning. Thanks!!!
@@RyanKingArt I couldn't quite get this to work. But baking the textures before them made a big enough difference. I'll have to figure out a better way to get more depth variety from a single displacement node in the future. Thanks!!
im trying to bake the displacement from the "Procedural Snowy Ground Material (Blender Tutorial)" video, without the viewer node. i shift+ctrl clicked on the output, bake type on emit but it gave me a colored texture map instead of only black and white ._. help xD
this isn't really showing how to bake a displacement map- it's showing how to transfer a displacement map from one set of UVs to another. baking a displacement map involves taking a high poly mesh and creating a displacement map that represents the high resolution mesh.. so kind of misleading title and too way too long watching the video to realize this wasn't what I was looking for at all
I would like to mention that it is not a good idea to use jpg for bump maps. Beside the fact it is a lossy format escpecially at high frequencies (sharp edges) there are problems with gamma correction and the 8 bit color space limit. For a HQ bump/disp map you should use EXR file format.
Yeah, Sadly Blender's Built in Baking Tools are actually really bad. I agree that its not a good way to bake, but that's how it works in Blender. I use an addon called Quick Baker. Its a great addon for texture baking. I have a video on my Channel on how to use Quick Baker.
bro i love blender but sometimes I am beyond frustrated, first of all viewer node is gone, wasn't sure it was gonna work with emit baking, second of all this is such convoluted way to convert displacement to mesh, surely this whole process could just be a button to apply such displacement with all its texture coordinate and scales onto the mesh instead in 2024, where there is AI that create image for you, we in blender have to bake displacement map manually. Really?
● Help support the channel:
Patreon: www.patreon.com/ryankingart
Gumroad: ryankingart.gumroad.com/
TH-cam Memberships: th-cam.com/channels/IXjev1_mJ1plJhF9lGarQg.htmljoin
Ryan, we will always support you, as long as you dont turn into another blenderbros please. And my god you are good at teaching bro, there is not a tutorial you have ever put out that i have been confused, at most i have had to pause and retrace steps but have always made it easy to understand the tipic you cover in your videos. Thank god for you man, you're the only one left on TH-cam that doesn't feel like a 20 minute infomercial about your book, your class and how the tools you use (usually paid tools) is what we HAVE to get to be good. Thank you. Truly from the newbie community
glad you like my videos!
wtf, thats one of those videos where u r like" why after learning blender for over a year now have never ever seen smt like that this easy, smart, brilliant??
MAAAN, WORDS CANT DESCRIBE HOW EXTRA HELPFUL THIS IS, ive been looking everywhere!! looked it up on discord and chatgpt and asked my friends and literally couldnt find any soultions, you preciesely solved my issue man thanks!!!!!!
glad it helped!
Your tutorials are super high quality, very to the point without unnecessary interruptions which is a scarcity here on yt and providing lots of useful info in the meanwhile. Thank you so much!
Glad you like them!
Your channel is amazing! Thank you so much for all of the tutorials and the hard work that you put in to teach your subscribers!! Really appreciate it 😄
You are welcome! Thanks for watching.
Thank you for this! Incredibly thorough yet concise. With other tutorials, they seem to miss some crucial steps, so this was exactly what I needed.
Glad it was helpful!
Thanks!
Thank you for your support!! 😀
i was searchin this topic yesterday whole night all other channels are dump just showing complicated methods and not success result.but this guy is amazing. iwas already his subscriber but topic wise searching was difficult in his channel
glad it helped! 🙂
I don't actually have a viewer node. Do I use an emission shader?
in the new blender update they removed the "Viewer node" but the node wrangler still works the same.
@@RyanKingArt so it's fine if we just leave the color ramp directly plugged to the material output and bake?
Thank you for this quasi part 2 tutorial from your procedural SciFi Metal. Combine this with your other bake-tuts and I'll have a game-ready Borg cube in no time!
Awesome! 👍 👍
That actually helped a ton - thanks a lot 🖤
Glad it helped!
this explains so much. Thank you sir!
You're very welcome!
This is exactly what I was looking for, thank you Ryan 🔥🤘🏻
glad it helped!
Thanks, it’s just what I needed!
thanks for watching!
7:49 When I UV project, it resets the UV on my mesh and looks wrong like when it's not un-wrapped. Is there a button to tick to avoid that?
always i learn something from all yr videos👍
Thanks for watching!
Great as always
Thanks!
Amazing🤩🤩
Thank you Blender Stuffs 😀
Bruhhhh, you solved a year long problem for me, thanks!
glad it helped!
Hi ! Thanks for your tuts ! Very useful 👍 just would like to ask you how can I get exact middle level of displacement from the black and white texture ? I need to make logo on the round surface and I want its effect only in negative value ... but the white part going to up . And if I invert this texture of course it's doing apposite way but it's not working as I want ....
It works! It actually works! Thank you Ryan!! (:
glad it worked!
super tuto ! thx !
Thanks for watching!
great tut. very useful. and triangles are fine in games for static objects. and really if people were less lets say uptight as long as your triangles are gen even ish it would also be animation ok...but people think too much and over complicate many things. thanks for these. great pacing and great concepts to get people confident to move forward.
Thank you! I appreciate your comment. : )
the thing is even when he decimated it i noticed it was still close to 500k tris. that seems a lot just for a piece like this. still, it was a great tutorial.
@@circle2867 Yes, as I said, the topology is terrible. 🙂 If you want to use it in something like a game engine, then it would be best to manually retopologize it.
Hahaha this guy covers it all! Thanks!!
👍
you're my hero !
thanx
you're welcome!
yes but how do i bake displacement from a high polygon mesh to a low poly ?
Oh crap! I didn't know there was a question for this already! LOL. Did you ever figure this out?
@@matthewbailey5614 i just use old blender 2.79 as it has direct option to do so in bake tab.
Hi Ryan, hope you are doing well.
Quick and dirty method made me laugh as i knew "Decimate" is coming up x'D.
Great video very informative :)
Lol thanks!
i love this guy
thanks!!
great tutorial but I am having a major concern: can we bake after the displacement node is connected ? currently you are selecting the ColorRamp before the displacement output to bake but for us this would not work since we want to make adjustments to our displacement before we bake.
I didn't believe the hoards of people claiming this was impossible on Blender..Thanks, King!
thanks for watching!
Hi Ryan, hope you are doing okay. One quest: my Principled BSDF has only 6 input slots. What do I have to do to get as many slots as yours? Ty, your tuts are top top
Does anyone have a better way to transfer textures from a high poly object to a low poly? Ive tried displacement (which is I cant get working). Ive trued normal mapping but normals only add detail (the "hills" not the "valleys"). Very frustrating.
use UNSUB on the decimate its a MUCH CLEANER option
Thanks for the tip!
I have a model, and I need the displacement map of just the top layer. (laser cutting purposes)
So no, bump maps for it.. how do I do that? 🙏🙏🙏
Shame i cpuldnt get this yo work in 4.23. i can make the displacement map and it shows up in the texture window but it just doesnt displace. Must be missing something. A few buttons have move too since you last post.
In blender 3.4 the viewer node is gone will that affect my baking if I chose the emit option?
It will still work exactly the same, even though there is no viewer node.
Yes it did. I thought it was going take a while before I got a response. You earn a new subscriber. Apart from that your video helped me solv my problem. You're awesome.
hello, pls is it possible to fully detail a complex form like the uv sphere and then bake the "HEIGHT MAP" to an undetailed sphere...starting from how to even get the height map from the detailed uv sphere
Yes I think that is possible.
please how i can export texture contains Procedural Materials and Image Textures in the same time tnks
You will need to bake them together into single texture maps. check out my texture baking for beginners tutorial.
@@RyanKingArt PLEASE LINK BRO
@@oscarclips4883 th-cam.com/video/Se8GdHptD4A/w-d-xo.html
Great tutorial, quick question tho: How was this done before the Material Node 'viewer' node addon was available? So the standard Material Output won't 'emit' anything to be baked?
Hmm, not sure. the Node wrangler has been in Blender for a long time.
Just using a normal emittion shader should work. I think the viewer node is just a renamed one anyway. You can also just connect it straight into the output with no extra nodes and it should work fine
ctrl+shift+clck does not pull up a viewer node. by selcting emit
in the newer blender update they removed the viewer node from the node wrangler. but you can still use it exactly the same.
@@RyanKingArt Thanks for the reply dude. That was my suspicion so i tried it!
Why would there be variation between my baked displacement and the procedural texture before the bake? I've applied all transformations and feel like I've followed along accurately. I've done it a few times over to be sure. Can't figure out why it's not working.
Hmm its hard for me to know what the problem is when I can't see it.
@@RyanKingArt Ha. Yes, fare enough. I'll try again tomorrow. See if I can't figure it out.
@Ryan King Art Quick question, after you bake the displacement map and then add the displacement modifier, CAN you create a normal map for a low poly model by baking the high res model texture to the low one? Is this another viable method? (Although in the case of this mesh that you used its displaced pretty deeply so I dont think you can in this case.) Im just wondering because I've been figuring out a workflow for this when working on a game in unreal. I think that that your tutorial solved a big piece of this puzzle. Thanks by the way. Definitely subscription worthy:)
Did you figure it out? :(
What if I made a texture with more then 1 Displacement Node. In my case I have three displacement nodes, with various scale and mid level settings, added together with Vector Math nodes (which might not be the suggested way - I'm somewhat new) and I want to bake the texture AFTER the displacement nodes, not before, so I can tidy those up bit. Is that possible? I tried it a couple of times and can't quite get it to look like it does pre bake. I'm also having a hard time finding info online about using more then one Displacement node at the same time. Would love some help if you can give it. Also, great tutorials! You're one of my go to dudes for Blender learning. Thanks!!!
If you combine all three displacements with Mix RGB Nodes, you can then bake the final Mix RGB, with them all combined, and that should work.
@@RyanKingArt I couldn't quite get this to work. But baking the textures before them made a big enough difference. I'll have to figure out a better way to get more depth variety from a single displacement node in the future. Thanks!!
im trying to bake the displacement from the "Procedural Snowy Ground Material (Blender Tutorial)" video, without the viewer node. i shift+ctrl clicked on the output, bake type on emit but it gave me a colored texture map instead of only black and white ._. help xD
thanks so much
You're welcome!
Thanks
this isn't really showing how to bake a displacement map- it's showing how to transfer a displacement map from one set of UVs to another. baking a displacement map involves taking a high poly mesh and creating a displacement map that represents the high resolution mesh.. so kind of misleading title and too way too long watching the video to realize this wasn't what I was looking for at all
I would like to mention that it is not a good idea to use jpg for bump maps. Beside the fact it is a lossy format escpecially at high frequencies (sharp edges) there are problems with gamma correction and the 8 bit color space limit. For a HQ bump/disp map you should use EXR file format.
Thanks for the info 👍
Very cool :) It takes my cpu a few hours to bake a 4k map with only one sample :((
Oh yikes, that is a long time to bake one map.
Why need all this perversions? U have displacement slot but it's not working. U want bake displacement but you have to bake emission. What the hell.
Yeah, Sadly Blender's Built in Baking Tools are actually really bad. I agree that its not a good way to bake, but that's how it works in Blender. I use an addon called Quick Baker. Its a great addon for texture baking. I have a video on my Channel on how to use Quick Baker.
No viewer node appeared and I have node wrangler. 3.4
Yes, In the new Blender update they removed the viewer node from the Node Wrangler, but the node wrangler still works exactly the same.
@@RyanKingArt But then what do we use as the emission node?
@@kfish6347 Just proceed without the viewer node per instructions. It works the same.
bro i love blender but sometimes I am beyond frustrated, first of all viewer node is gone, wasn't sure it was gonna work with emit baking, second of all this is such convoluted way to convert displacement to mesh, surely this whole process could just be a button to apply such displacement with all its texture coordinate and scales onto the mesh instead in 2024, where there is AI that create image for you, we in blender have to bake displacement map manually. Really?
Thanks, Ryan ... you have to be German ... very meticulous, no extra spread words.
Haha thanks, but actually I am American.
how much he talks. It was possible to reduce the video time by 2-3 times..
faster is not better when learning new things generally....
@@marsmotion ok, it was just exhausting for me
Thanks for the feedback. And Sorry about that. Would you prefer that I talk slower? Or just cut out less information so that the video isn't as long?
@@RyanKingArt Do as you like I have no right to tell you what to do
@@nocomment-23 Ok. Still, I'd like to hear from my audience, if there is something that I can do to improve my teaching. : )
Thanks!
thank you for your support!