How to bake textures?

Issue #431 closed
garden created an issue

Hello. Sorry to ask here, but I don't know where else to ask.

What is the most convenient addon to bake textures from these converted models?

Standard baking does strange things and it is not convenient. I tried a few more addons, but many do not support UDIM or I did something wrong.

Since UV is UDIM, I have everything baked wrong. I was only able to bake the head because it is located on the first tile.

What addon do you recommend for baking textures for models converted via Diffeomorphic?

Now I'm trying to optimize the models to the maximum, because there is no adaptive texture compression in eevee, but I can't bake the textures to save VRAM.

Comments (3)

  1. Thomas Larsson repo owner

    There is a tool bundled with this add-on, cf http://diffeomorphic.blogspot.com/2020/09/baking-normal-maps.html. A few options may have changed since I wrote that, but the idea remains the same. The reason why this tool was implemented was precisely that DAZ characters need separate baked textures for different udim tiles.

    Somewhat related, Xin has made at tool that bakes textures from dhdm files, although I’m not up-to-date with the status of that. See #357.

  2. Xin

    I think what garden is trying to do is to flatten all shading into a texture (or at least several diffuse maps being combined in the shader I guess), so not really detail maps. But they are having problems with the UDIMs.

    Outside the UDIMs issue, which this addon handles for baking normals (so it could be reused), I never had problems with baking maps onto the mesh itself in Blender with its native baker. You don’t need an HD mesh here (or any projection from another mesh), so baking is way easier than when having to deal with an HD mesh, which the multires makes easier. So I don’t know what kind of problems they are referring to outside the UDIMs.

    Just a tip in case you find it useful, look into the “Shader to RGB” node from Eevee. I don’t know what you are trying to do, but if you are trying to stylize shading, that node is very useful. Maybe try baking the output of that node and see if that solves whatever issues you encountered.

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