Blender Material Bake

Blender Material Bake

Tutorial posted 8 days ago

Here I will teach you how to create a "Bake" of your images in Blender

Step 1

First: I would like to assume that you have already exported the textures from Substance 3D Painter, and now you can bake the images in Blender.

Now, in Blender, you can go to the bottom window and switch it to the Shader Editor. Then, select the Principled BSDF node and press Ctrl + Shift + T. After that, search for the textures that correspond to the material of the object you selected.

For example, if you are working with the carbon fiber material of the gear shifter, make sure to connect only the textures that belong to the carbon fiber material. If you are working with the aluminum material of the gear shifter, connect only the textures that belong to the aluminum material.

Please, never mix textures from different materials.

Step 2

Then: Press Shift + A and create an Image Texture node. Create a NEW image texture, for example: Bake_HDR_Gear_Shifter. Then, set the Width to 1024*4 and the Height to 1024*4. Uncheck the Alpha channel.

You need to keep the Image Texture node you created selected, along with all the pieces of the object you are baking.

Step 3

Then: Create a new Image Texture node and click the icon where you can see a square with a mountain and a sun. After that, search for the image file you created earlier, for example: Bake_HDR_Gear_Shifter.

Create this Image Texture node in all the elements of the object you are baking, and keep it selected.

I HOPE YOU UNDERSTAND THAT YOU NEED TO KEEP SELECTED THE IMAGE TEXTURE YOU HAVED EARLIER IN ALL THE PIECES OF THE ELEMENT.

Step 4

Then: Open a Vertical Split and switch the new window to the Image Editor. Search for Bake_HDR_Gear_Shifter.

After that, select all the parts of the object, then go to Render and choose Cycles as the render engine. Set Max Samplesto 50.

In the Bake section, set the Bake Type to Diffuse. In Influence, enable only Color, and then press the button that says BAKE!!. After that save this going to Image Editor in EXR - RGB (Without Alpha)

Step 5

Now: What you have to do is simple. You need to connect the Normal, Displacement, and the other orange channels. Do not connect the Normal Map blue node directly. Instead.

How to create the images: The Normal image is easy to create. First, press Shift + A and add an Image Texture node. Then rename it, for example: Bake_HDR_Gear_Shifter_Normal.

After that, set the image size to 1024*4 by 1024*4.

This part is very important: set the RGB values to:

  • Red: 0.5
  • Green: 0.5
  • Blue: 1

You must keep this Image Texture node selected in all the items of the object you are baking.


Step 6

You have to select the Normal channel from all the parts of the object and connect it to the Base Color input of the Principled BSDF.

(Use the Normal texture window that appeared when you pressed Ctrl + Shift + T.)

Then: Select all the parts of the object and go to Render and press Bake, Uncheck Clear Image.

Step 7

Do the Same with Displacement but here when you are creating the image in Image Texture, you have to select HSV

  • Hue: 0
  • Saturation: 0
  • Value:0.5
  • Blue: 1

Then, for the rest of the images, the process is the same: create them with a 4K ร— 4K resolution and do not change the default color values.

Comments

  • Views 21
  • Likes 0
  • Comments 0

Share tutorial

Software:Category:Tags:
  • #Bake
  • #Blender
  • #Substance
Chat