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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!!!!!!
Ответитьctrl+shift+clck does not pull up a viewer node. by selcting emit<baketype<bake<render, will i get an emission bake?
Ответитьi 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
Ответитьi love this guy
Ответитьuse UNSUB on the decimate its a MUCH CLEANER option
Ответить@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:)
Ответитьgreat 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.
ОтветитьNo viewer node appeared and I have node wrangler. 3.4
ОтветитьThis is exactly what I was looking for, thank you Ryan 🔥🤘🏻
Ответитьyes but how do i bake displacement from a high polygon mesh to a low poly ?
ОтветитьHahaha this guy covers it all! Thanks!!
ОтветитьIn blender 3.4 the viewer node is gone will that affect my baking if I chose the emit option?
ОтветитьHi ! 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 ....
ОтветитьHi 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 :)
please how i can export texture contains Procedural Materials and Image Textures in the same time tnks
Ответитьyou're my hero !
thanx
It works! It actually works! Thank you Ryan!! (:
ОтветитьWhy 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.
ОтветитьGreat 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?
Ответитьhello, 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
ОтветитьWhat 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!!!
ОтветитьI 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.
ОтветитьThank you for this! Incredibly thorough yet concise. With other tutorials, they seem to miss some crucial steps, so this was exactly what I needed.
ОтветитьThanks!
ОтветитьVery cool :) It takes my cpu a few hours to bake a 4k map with only one sample :((
ОтветитьWhat I thought I was going to get from this tutorial was a way to bake any highpoly geometry onto a displacement map on a lowpoly mesh (mimicking the standard displacement bake type blender used to have before 2.8, but which they never added back for some strange reason).
Instead, unless I am very mistaken, it seems like you're just baking an already existing procedural displacement map onto an image displacement map. This is not useful to most people who are going to find this video, sorry to say.
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 😄
ОтветитьThanks, Ryan ... you have to be German ... very meticulous, no extra spread words.
ОтветитьGreat as always
Ответитьalways i learn something from all yr videos👍
ОтветитьThank 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!
Ответитьgreat 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.
Ответитьsuper tuto ! thx !
Ответитьhow much he talks. It was possible to reduce the video time by 2-3 times..
ОтветитьAmazing🤩🤩
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