To bake a normal map objects need a basic material assigned that have an associated image, internally generated or externally reference bitmap, that acts as the substrate to which the normalised pixel data is written.įor texture baking to work at all, aside from the image assignment required above, objects also need to be UV unwrapped and the respective material image appropriately UV mapped (assigned to the unwrapped UVs) as without, nothing appears on the mesh. UV Grid, Color Grid etc., or an externally loaded bitmap image e.g. Normal maps should however, generally be rendered to size (size of use).ĭesign note: for simple texture baking, materials only need an Image Texture node set up as a ‘diffuse’ component for the process to work, it does not explicitly need a ‘normal’ map slot or normal mapped material set up (a material that otherwise takes advantage of the effect) because all that’s being done is rendering something to output (image slot) – the ‘image’ used for this can be internally generated e.g. Important: bake quality is predominantly defined by image dimensions, a 2048 x 2048 substrate yields 16x the detail of a 512 x 512 image ( notwithstanding UV layout). In Shading Workspace then, ensure the assigned material(s) have an associated Image Texture node – Add » Texture » Image Texture – linked per a typical node tree, Color output (Image Texture) to Base Color input (Principled BSDF). Once the system is readied for baking make sure the objects being used are positioned so they occupy the same space then in Bake settings (Render Properties) activate Selected to Active and click the Bake button to begin.Ī normal map shown on a low-polygon object rendered using Cycles render engine in Blender 2.8+īefore using texture bake its important to prepare the object because, using Cycles as the rendering system, materials need to include an ‘image’. This is generally the low-poly ‘in-game’ item seen by players/users. In Bake setting (Render Properties) activate Selected to Active then click the Bake button to rendering the normal map.ĭesign note: the object selected last is the ‘target’ or ‘active object’, the UV mapped mesh to which normals will be baked. Next, select the high resolution mesh then Shift + click the low resolution mesh to include in the group – the latter outlines brighter orange to confirm selection order. Once the system is set up for baking in the 3D View make sure both high and low resolution meshes are positioned coincidentally, that they occupy the same space. Setting the system up to render texture maps, normal maps in this instance – in Scene Properties first enable Cycles render and then in the Bake subsection set Normal as the type of map to be produced. This readies the project for texture baking normal maps.ĭesign note: Bake is currently unsupported by the Eevee render engine. To bake a normal map from a high resolution mesh in Scene Properties click the Render Engine drop-down menu and set Cycles as the active engine ( Scene Properties » Render Engine » Cycles) in the Bake subsection now available (click heading to access options if not visible) click the Bake type drop-down menu and select Normals from the options provided. However, with the removal of Blender Internal in favour of a Node-based material system, (texture) Bake is now exclusive to Cycles render engine and associated properties. Aside from some minor changes, texture baking (or rendering), the process of rendering a high resolution object to a low resolution version, remains largely the same as for previous iterations of the application.
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