Thank you for this specific video for baking metals. I just finished a whole character to transfer into unity and was at a total lost at how to get the gold trim I designed from procedural nodes. definitely will be recommending you to my colleges!
This is extremely helpful. I have a project I am currently working on and they want albedo maps. Because I am trying to combine both rubber and metallics in the same project I wasn't quite sure where to begin
2:58 it's a boolean: white or black = on or off = true or false... - set your specular from default 0.5 (which means 1) to 0 or 4.99999999 and it will (should) be black.
This kind of goes along with the question I asked on the other video, but this might answer it for me. If you don't actually have anything plugged into the metal vector, but instead are ONLY using the metal value in the BSDF, do you bake it the same way as this? I guess I don't understand what to plug into emission if there is no metal to plug in since it is the slider on the bsdf itself.
Yeah, if the material is completely metal, then you wouldn't have any texture plugged up to it. You would just turn up the metallic value to one. However, if you still want a metallic texture map, then a fully white texture, will make it all metal. Because a value of 1, is fully white. So if you want a metallic map, just create a completely white texture, and plug it into the metallic value.
Since I don't think he answered your question, you could probably just use a "value" node and specify it there. It just makes the editor a little more annoying cause you have to adjust from shader tab.
Thanks for the tutorial Ryan. In case we have no colorramp or any other node that drives the metalic value and use the BSDF to control it, does Emit still work? I tested it just now and seems like it doesn't. Glossy seem to work under this condition though.
Hello Ryan! I've got one question - what difference does it make switching from GPU computing to a CPU when baking? Does it affect the ending product or is it some other reason? Thanks in advance!
There shouldn't be any change. you can use your CPU or your GPU. they both work. the only difference is that it will bake faster if you use the faster graphics card. And usually GPU's render faster then CPU's so if your GPU renders faster, then use your GPU.
@@RyanKingArt Yeah, thought so. Thanks a lot for such a fast answer! Your videos are top-notch and when I got the really dark color bake, I remembered that you made a video about that and to this day I have to unplug the metallic to get the normal color results, seems like a bug they ignored :D Have a lovely day and once again, thank you for everything you do!
Hello my friend.. it is me again... iam starting to feel bad for asking too much, but i recently did your procedural metal tutorial and I was looking to bake it, but i noticed when I was doing the"emission" part in this video, that you had two additional color ramps added in the nodes where you plugged the emission ( i didnt see those in the procedural texture video myself)... Do I have to add those two as well? or are they necessary? always thankful for your tutorials my friend
No, you don't have to add those. I just added them for this tutorial, because I needed an input value for the roughness And metallic. So that I could bake the textures.
Great tut!, question..I want to bake a plastic material I created but I used diffuse, glossy, fresnel and mix shaders all plugged into the material node, so no principled bsdf shader here, so how can I properly bake this plastic material cause I can't find any blender youtuber talking about this topic
I'm pretty sure if you bake the glossy value, that will work for the metallic. I believe Glossy and Metallic are for the same thing, to make the material metal.
Thanks...but prior to the comment i tried baking the glossy value and i plugged it into the principled bsdf and my plastic material became highly reflective than the original, but I think I could just take the glossy bake to photoshop and change its value or something....
best tutorial! thanks a lot i have a sward model with a wood handle and a metallic blade,and i want to bake all this parts into one diffuse map, one normal map...... should i just follow your steps here for the whole model? or do you have any suggestions for this kind of work? look forward to your help,
Yes, you can just bake the wood and the metal of the sword onto one texture map. And roughness, normal, Ect. And you can use the metallic value, to tell it where its going to be metal, where where its not. Thanks for watching!
Hmm. I actually have no idea. I have never done that before. You could post a question about it on the, Blender Stack Exchange, and hopefully someone can help you.
My one file in particular is not baking anything! Diffuse, or otherwise. It's really frustrating! Everything is coming our black. I don't understand why. the same process works wonderfully everywhere else!
does the color distortion still happen today if you have the metallic plugged in with blender 3.0? Also, I love your videos they're helping me create materials for my games, I will be crediting you in the credits just because of how much of a help you've been.
@@RyanKingArt by color distortion I was just meaning by how you mentioned the color was a little darker if you baked the color with the metallic still on. Thank you for the help!
@@RyanKingArt I have just encountered this same issue, and that is what do we do if we already have something plugged into the emission slot? Do we use a mixRGB to combine the two?
@@quillancarpenter1664 Just unplug the emission data, and plug the metallic into it, then once your finished baking the metallic, plug the emission data back up to it.
@@RyanKingArt Yes your procedural one. I tried baking out the yellow brown color ramp plugged in emission, it appears like very specular yellow plastic and is not baking well. I only got the top strip of the uv plane baked rest all was black.
I'm trying to bake a glitter procedural I got from Farrukh 3D but I have mix shader connected before the material output. I'm so lost on what to bake. I tried emit and it didn't work. Any advice?
@@RyanKingArt I followed the Farrukh video closely and ended up with a map range, a glossy bsdf, and a principled bsdf put into a mix shader at the end. The only thing actually plugged into the principled is a color ramp for the base color that ties back to a texture coordinate and mapping node. I got close to a good bake using the emission but the tiny sparkly flakes on the texture lost all color and shine to them.
Totally unrelated to your video, but would you happen to have or know of a good tutorial that covers workflow? I've just discovered that nearly a week's worth of work has been pretty much useless and I basically have to start all over because all the models I've populated my scene with have textures that are too big and I'm running out of memory when rendering, and editing the original models does absolutely nothing for ones in my scene because they're apparently completely different models now with their own textures all contained within the main scene.
Hmm, I might be able to help, if you were a bit more specific. What is the problem exactly? Your textures are too large? Can you just scale them down in the UV Editor? Also, as far as workflow goes, I don't know if this is what your looking for, But I have a complete Blender beginner tutorial series on my Channel. And I cover modelling and texturing in it.
@@RyanKingArt Hey Ryan, thanks. Sorry for jumping on your video like this but it was the first one I saw from someone I follow so I figured it was the most likely to get a reply. I've actually just uploaded a video showing my frustration. Feel free to take a look. Sorry for being so frustrated in it. Basically, I keep running out of memory when doing test renders, so went in and made resized textures in my library only for none of it to matter in the scene because everything is duplicated in the scene and doesn't access my library after the initial append...So, I've basically lost a week's worth of work and a couple hours trying to fix it.
@@DavesChaoticBrain Hey! Check the comments section of the video you made. I think I know how to fix the problem! I explained how in the comments of your video.
Hey Ryan when iam making a alpha map and when it’s finished It worked in 🚲 \cycles but not in .Eveee. I want to Export the final model into .glb export format but the alpha map did not work and not see through Do have an idea for this. As I was saying I don’t know how to bake transparent maps in blender But the map is black and white\grayscale. Help me with this issue please.
Just use the emission node from previewing stuff with the node wrangler, you don't even need to change the bake type, leave it as combined, this could of been 15 seconds lmao
I always do it like that with all my textures, node wrangler preview is just an emission shader with a label. BTW still watching, I'm guilty of commenting before finishing oof, but the thing with the color and the metalness is because in metallic areas there's no diffuse, or if it's partially metallic, which most of the time it really shouldn't be, there's not so much diffuse, so you're only getting as much color as there is diffuse, just going combined and emission node fixes this for free, it's so good I didn't even know that was a thing Blender does lol
@@IchigoFurryModder I tried it out, using the preview with the node wrangler and baking the emission, and it seems to work for the color and roughness, but not for the Normal map.
I imagine it has something to do with color formats, because roughness and metalness are a grayscale, but I can't think of a reason it shouldn't work unless you messed with some obscure setting without noticing it or something? IDK, if you wanna discuss it further you can contact me on Discord if you want, my tag is @dvwf#1375
Good stuff once again! :) Huge support! Got another suggestion! (sorry for lots of suggestions haha, i just like the way you teach than other youtubers), could you create tutorials for a software i like using called Texturelab? looks very promising and something close to substance designer.
Stellar tutorial, thank you for the information! I had a question: Is this process possible with materials that mix shaders? I'm currently trying to export a rusty barrel with a sticker on it, but the rusty metal and the sticker image texture were made in the same Material and combined with a Mix Shader. Do I have to remake the sticker as a separate material, or can I bake the two together?
hmm, actually I'm not sure what to do for a material with a mix shader, because in that case you might have two different metallic values for the two shaders. maybe I can make a video on that sometime.
Cool solution. But wtf. When is that about to been fixed in the program? 😃😃 People keep on creating the wildest features and this basic thing keeps on unsolved?! 😃
*Watch the New Updated Tutorial:* th-cam.com/video/sOvRr_D8ZpU/w-d-xo.html
Thank you for this specific video for baking metals. I just finished a whole character to transfer into unity and was at a total lost at how to get the gold trim I designed from procedural nodes. definitely will be recommending you to my colleges!
much appreciated. have been suffering because of this problem for a while now.
hope it helped! thanks for watching
This is extremely helpful. I have a project I am currently working on and they want albedo maps. Because I am trying to combine both rubber and metallics in the same project I wasn't quite sure where to begin
hope it helped!
@@RyanKingArt do you happen to have a video on making AOs?
Great tutorial. Big thanks!
You're welcome!
Thank u for the amazing tutorials.
Your most welcome!
2:58 it's a boolean: white or black = on or off = true or false... - set your specular from default 0.5 (which means 1) to 0 or 4.99999999 and it will (should) be black.
Ok thanks
Going back to school with your videos. Much ❤️
Thanks!
real cool video i didnt know or see the benefits of baking but now i do thx
Thanks for watching!
Brosef, your videos are great! Thanks!
Glad you like them!
this tutorial saved my day, thank you!
Glad it helped!
This kind of goes along with the question I asked on the other video, but this might answer it for me. If you don't actually have anything plugged into the metal vector, but instead are ONLY using the metal value in the BSDF, do you bake it the same way as this? I guess I don't understand what to plug into emission if there is no metal to plug in since it is the slider on the bsdf itself.
Yeah, if the material is completely metal, then you wouldn't have any texture plugged up to it. You would just turn up the metallic value to one. However, if you still want a metallic texture map, then a fully white texture, will make it all metal. Because a value of 1, is fully white. So if you want a metallic map, just create a completely white texture, and plug it into the metallic value.
Since I don't think he answered your question, you could probably just use a "value" node and specify it there. It just makes the editor a little more annoying cause you have to adjust from shader tab.
Thank you so much! I've been looking for this for so long
Thanks for watching!
So basically to have a metallic texture you need to bake color texture, roughness texture and normal texture?
thx ryan
You're welcome!
I've learned so much from your tutorials! Now... can you cover vertex and weight painting? :>
Thanks! Glad my tutorials helped. I don't know much about that part of Blender, so I don't know if I will make a tutorial on it.
tutorial begins at 3:08, if you already know how to bake textures, just not sure about metallic specifically.
👍
Thank you for this! It helps me a lot.
Glad it helped!
So Educational ♥ .. THX
glad you like it!
Thanks for the tutorial Ryan. In case we have no colorramp or any other node that drives the metalic value and use the BSDF to control it, does Emit still work? I tested it just now and seems like it doesn't. Glossy seem to work under this condition though.
if you don't have any texture for the metallic, just use a fully white image, to make the material fully metallic.
Hello Ryan! I've got one question - what difference does it make switching from GPU computing to a CPU when baking? Does it affect the ending product or is it some other reason?
Thanks in advance!
There shouldn't be any change. you can use your CPU or your GPU. they both work. the only difference is that it will bake faster if you use the faster graphics card. And usually GPU's render faster then CPU's so if your GPU renders faster, then use your GPU.
@@RyanKingArt Yeah, thought so. Thanks a lot for such a fast answer! Your videos are top-notch and when I got the really dark color bake, I remembered that you made a video about that and to this day I have to unplug the metallic to get the normal color results, seems like a bug they ignored :D
Have a lovely day and once again, thank you for everything you do!
Thank you ryan it was very helpful.
Glad it was helpful!
if our object have different node tree we have to bake all node tree? I have 1 object but i assign some parts
check out my tutorial on how to bake multiple materials to the same texture maps.
Is it normal for the black background to not go away?
Yes, where there is no UV mapping, the texture will stay its default color.
Hello my friend.. it is me again... iam starting to feel bad for asking too much, but i recently did your procedural metal tutorial and I was looking to bake it, but i noticed when I was doing the"emission" part in this video, that you had two additional color ramps added in the nodes where you plugged the emission ( i didnt see those in the procedural texture video myself)... Do I have to add those two as well? or are they necessary? always thankful for your tutorials my friend
No, you don't have to add those. I just added them for this tutorial, because I needed an input value for the roughness And metallic. So that I could bake the textures.
How do you do it with your gold items? Like make them export over with the shine and all.
You're my savior 🙏🏼
somehow, i forget this every time i'm working with "metals" materials..😅
Glad it was helpful.
i thought it need another software, thankyou! i can manage my scene now :')
thanks for watching!
Thanks a lot!
You're welcome!
Great tut!, question..I want to bake a plastic material I created but I used diffuse, glossy, fresnel and mix shaders all plugged into the material node, so no principled bsdf shader here, so how can I properly bake this plastic material cause I can't find any blender youtuber talking about this topic
I'm pretty sure if you bake the glossy value, that will work for the metallic. I believe Glossy and Metallic are for the same thing, to make the material metal.
Thanks...but prior to the comment i tried baking the glossy value and i plugged it into the principled bsdf and my plastic material became highly reflective than the original, but I think I could just take the glossy bake to photoshop and change its value or something....
my dude, you just saved me
Glad the video helped!
Superb in hindi(indian language) MAZA AAYA!!
Thank you!
Everytime I bake my material it just results in a black model. Any idea what's going on?
Hmm, if you followed all of these steps, and its still black, then I don't know what would cause that.
@@RyanKingArt ok I'll try again
best tutorial! thanks a lot
i have a sward model with a wood handle and a metallic blade,and i want to bake all this parts into one diffuse map, one normal map......
should i just follow your steps here for the whole model?
or do you have any suggestions for this kind of work?
look forward to your help,
Yes, you can just bake the wood and the metal of the sword onto one texture map. And roughness, normal, Ect. And you can use the metallic value, to tell it where its going to be metal, where where its not. Thanks for watching!
@@RyanKingArt thanks for the reply!i will try this method
What about mix shaders that combine 2 principled BSDFs that is plugged into the material output? How can we get a normal map out of this?
Hmm. I actually have no idea. I have never done that before. You could post a question about it on the, Blender Stack Exchange, and hopefully someone can help you.
Use the Mix Shader node on the BSDF outputs then bake your normal to a new bitmap/texture.
@@merkjwinstead7 Thanks
My one file in particular is not baking anything!
Diffuse, or otherwise. It's really frustrating! Everything is coming our black. I don't understand why. the same process works wonderfully everywhere else!
What if Im not using a texture, just the metallic value of the principled node what do I do??
check out the updated tutorial with the link in the description. I go over that in the updated tutorial.
does the color distortion still happen today if you have the metallic plugged in with blender 3.0? Also, I love your videos they're helping me create materials for my games, I will be crediting you in the credits just because of how much of a help you've been.
Color distortion? What do you mean by that? Yes, in Blender 3.0 you still have to bake metallic maps this way. Thanks!
@@RyanKingArt by color distortion I was just meaning by how you mentioned the color was a little darker if you baked the color with the metallic still on. Thank you for the help!
What if I am actually using the emission value instead of it just being black? How would I bake the metallic map then?
Hmm.. Sorry, I don't exactly understand what your asking. maybe you could explain in a little more detail? And I will try to help.
@@RyanKingArt I have just encountered this same issue, and that is what do we do if we already have something plugged into the emission slot? Do we use a mixRGB to combine the two?
@@quillancarpenter1664 Just unplug the emission data, and plug the metallic into it, then once your finished baking the metallic, plug the emission data back up to it.
Thank you!!!!!!!!!
You're welcome!
How do I bake the gold one? Plugging the gold color ramp in emission makes it super yellow. I want to take it into unity.
Gold one? Are you doing my procedural gold material tutorial? It should bake just like any other texture maps.
@@RyanKingArt Yes your procedural one. I tried baking out the yellow brown color ramp plugged in emission, it appears like very specular yellow plastic and is not baking well. I only got the top strip of the uv plane baked rest all was black.
now something is totally mesed up iam geting black squares only. yesterday atleast i got one strip of texture. can you help out please.
but how to put that gloss map into alpha channel for unity
I''m not sure. I don't use Unity.
I'm trying to bake a glitter procedural I got from Farrukh 3D but I have mix shader connected before the material output. I'm so lost on what to bake. I tried emit and it didn't work. Any advice?
hmm what's not working when you try to bake it?
whats the other shader that your mixing together?
@@RyanKingArt I followed the Farrukh video closely and ended up with a map range, a glossy bsdf, and a principled bsdf put into a mix shader at the end. The only thing actually plugged into the principled is a color ramp for the base color that ties back to a texture coordinate and mapping node.
I got close to a good bake using the emission but the tiny sparkly flakes on the texture lost all color and shine to them.
what a nightmare! why can't i do it? i've been here rewatching this video over and over , to get color, roughness and metallic baked right.
Totally unrelated to your video, but would you happen to have or know of a good tutorial that covers workflow? I've just discovered that nearly a week's worth of work has been pretty much useless and I basically have to start all over because all the models I've populated my scene with have textures that are too big and I'm running out of memory when rendering, and editing the original models does absolutely nothing for ones in my scene because they're apparently completely different models now with their own textures all contained within the main scene.
Hmm, I might be able to help, if you were a bit more specific. What is the problem exactly? Your textures are too large? Can you just scale them down in the UV Editor? Also, as far as workflow goes, I don't know if this is what your looking for, But I have a complete Blender beginner tutorial series on my Channel. And I cover modelling and texturing in it.
@@RyanKingArt Hey Ryan, thanks. Sorry for jumping on your video like this but it was the first one I saw from someone I follow so I figured it was the most likely to get a reply. I've actually just uploaded a video showing my frustration. Feel free to take a look. Sorry for being so frustrated in it. Basically, I keep running out of memory when doing test renders, so went in and made resized textures in my library only for none of it to matter in the scene because everything is duplicated in the scene and doesn't access my library after the initial append...So, I've basically lost a week's worth of work and a couple hours trying to fix it.
@@DavesChaoticBrain Hmm, ok I will take a look at your video and I will try to help you the best that I can.
@@DavesChaoticBrain Hey! Check the comments section of the video you made. I think I know how to fix the problem! I explained how in the comments of your video.
Thank you! This was well explained! I've been wondering what exactly the alternative is when creating textures exclusively in Blender.
Thanks!
Hey Ryan when iam making a alpha map and when it’s finished It worked in 🚲 \cycles but not in .Eveee. I want to
Export the final model into .glb export format but the alpha map did not work and not see through
Do have an idea for this. As I was saying I don’t know how to bake transparent maps in blender
But the map is black and white\grayscale. Help me with this issue please.
I currently don't know how to bake an image with an alpha channel, but maybe I can make a tutorial on it sometime.
How do you bake transperent maps in blender sn idea for new tutorial.
Please consider it.
Thanks for the tutorial request. 👍
Just use the emission node from previewing stuff with the node wrangler, you don't even need to change the bake type, leave it as combined, this could of been 15 seconds lmao
Ooof! Does that work? I will have to try that. Lol. Thanks!
I always do it like that with all my textures, node wrangler preview is just an emission shader with a label.
BTW still watching, I'm guilty of commenting before finishing oof, but the thing with the color and the metalness is because in metallic areas there's no diffuse, or if it's partially metallic, which most of the time it really shouldn't be, there's not so much diffuse, so you're only getting as much color as there is diffuse, just going combined and emission node fixes this for free, it's so good I didn't even know that was a thing Blender does lol
@@IchigoFurryModder I tried it out, using the preview with the node wrangler and baking the emission, and it seems to work for the color and roughness, but not for the Normal map.
I imagine it has something to do with color formats, because roughness and metalness are a grayscale, but I can't think of a reason it shouldn't work unless you messed with some obscure setting without noticing it or something? IDK, if you wanna discuss it further you can contact me on Discord if you want, my tag is @dvwf#1375
great...sir
Thanks!
Heeey! Amazing tutorials! You're helping me define the workflow and visuals of my beloved game
This should work with Specular maps as well. 👍
Good stuff once again! :) Huge support!
Got another suggestion! (sorry for lots of suggestions haha, i just like the way you teach than other youtubers), could you create tutorials for a software i like using called Texturelab? looks very promising and something close to substance designer.
Looks like a cool program! I will look into it. Thanks!
Stellar tutorial, thank you for the information!
I had a question: Is this process possible with materials that mix shaders?
I'm currently trying to export a rusty barrel with a sticker on it, but the rusty metal and the sticker image texture were made in the same Material and combined with a Mix Shader. Do I have to remake the sticker as a separate material, or can I bake the two together?
hmm, actually I'm not sure what to do for a material with a mix shader, because in that case you might have two different metallic values for the two shaders. maybe I can make a video on that sometime.
Cool solution. But wtf. When is that about to been fixed in the program? 😃😃 People keep on creating the wildest features and this basic thing keeps on unsolved?! 😃
Yeah I totally agree. I wish the baking features could be improved in Blender.
👎
Thanks for the feedback.