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	<title>baking &bull; Archives Creative Shrimp</title>
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	<description>Blender tutorials and courses for 3D artists</description>
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		<title>Using Blender Like Substance Designer</title>
		<link>https://www.creativeshrimp.com/blender-substance-designer.html</link>
					<comments>https://www.creativeshrimp.com/blender-substance-designer.html#comments</comments>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Fri, 05 Jul 2019 20:35:29 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2.8]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[asphalt]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[designer]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[normal]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[substance]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[ue4]]></category>
		<category><![CDATA[unreal engine 4]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=15260</guid>

					<description><![CDATA[<p>Sometimes baking to an image texture will let us down if we have some alpha transparency involved, so instead here&#8217;s a Substance Designer styled approach to getting our needed bakes out of Blender 2.8 instead&#8230; In this Blender tutorial we&#8217;ll&#8230; Chapter List 00:00 &#8211; Overview02:51 &#8211; Reason To Layer05:11 &#8211; Baking To A Plane05:24 &#8211;</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-substance-designer.html">Using Blender Like Substance Designer</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Sometimes baking to an image texture will let us down if we have some alpha transparency involved, so instead here&#8217;s a <a href="https://www.substance3d.com/products/substance-designer">Substance Designer</a> styled approach to getting our needed bakes out of <a href="https://www.blender.org/">Blender 2.8</a> instead&#8230;</p>



<span id="more-15260"></span>



<div class="youtube-responsive-container"><iframe src="https://www.youtube.com/embed/YsXe11YA7AM" allowfullscreen="allowfullscreen" width="560" height="315" frameborder="0"></iframe></div>



<p>
In this <a href="https://www.blender.org/">Blender</a> tutorial we&#8217;ll&#8230;

</p>



<ul>
<li>Show how to bake to a plane</li>



<li>Setup camera and materials to render like a bake</li>



<li>Show a potential bug in the current Eevee renders</li>



<li>Convert the bump node output to a normal map using nodes</li>



<li>Save out the texture passes</li>



<li>Show the renders working in Eevee and in <a href="https://www.unrealengine.com/en-US/">Unreal Engine 4</a></li>
</ul>



<h2 class="wp-block-heading"> Chapter List </h2>



<p>00:00 &#8211; Overview<br />02:51 &#8211; Reason To Layer<br />05:11 &#8211; Baking To A Plane<br />05:24 &#8211; Baking 1 &#8211; Create the plane to bake to<br />05:32 &#8211; Baking 2 &#8211; Create the texture to bake to<br />06:30 &#8211; Baking 3 &#8211; Choose bake pass type<br />06:46 &#8211; Baking 4 &#8211; Select the geometry you want to bake to the plane<br />05:09 &#8211; Baking 5 &#8211; Hit Bake &#8211; or see 6 to optimize<br />07:00 &#8211; Baking 6 &#8211; Optimize<br />07:14 &#8211; Limitations Of Baking<br />08:04 &#8211; Setting Up The Camera<br />09:30 &#8211; Setting Up The Materials<br />10:22 &#8211; Frames and reroute nodes<br />12:15 &#8211; Continuing with the materials<br />13:54 &#8211; Rendering Final Setup<br />14:53 &#8211; Eevee rendering border issue (world material bleed)<br />16:33 &#8211; Continuing with rendering final setup<br />17:50 &#8211; Bump To Normal Map<br />20:08 &#8211; Saving The Textures<br />22:27 &#8211; Using The Textures on a single plane<br />24:58 &#8211; Using The Textures In UE4<br />27:23 &#8211; END</p>



<figure class="wp-block-image size-full"><img decoding="async" fetchpriority="high" width="600" height="338" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/blender_substance_designer_01_lr.gif" alt="" class="wp-image-16473"/></figure>



<p>BAKE DOWNSIDE &#8211; Notice (above right) the loss of detail</p>



<figure class="wp-block-image size-full"><img decoding="async" width="640" height="360" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/blender_substance_designer_02_lr.gif" alt="" class="wp-image-16474"/></figure>



<p>BAKE UPSIDE &#8211; Notice above the speed at which the shader updates on the first plane. Simply put we get faster changes and faster renders. Meanwhile the 2nd plane that isn&#8217;t baked and still has huge amounts of node calculations takes close to 20 seconds to make the same change. </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Using Blender Like Substance Designer Bake Example" width="1000" height="563" src="https://www.youtube.com/embed/-oHm5zV_K60?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<h2 class="wp-block-heading">Links &amp; Project Files </h2>



<p><a href="https://www.blender.org/2-8/">Download Blender 2.8</a></p>



<p><a href="https://www.creativeshrimp.com/procedural-asphalt-texture-eevee.html">Procedural Clean Asphalt Texturing in Eevee Tutorial</a></p>



<p><a href="https://drive.google.com/open?id=1xXH-XLTfyvYUH_Hq311Vz-I2izGE6bPL">Updated asphalt blend file with packed textures and single plane setup</a></p>



<p><a href="https://devtalk.blender.org/t/cycles-eevee-improvements-weekly-reports/7697">Google Summer Of Code Procedural Texturing Project</a></p>



<p><a href="https://www.substance3d.com/products/substance-designer">Substance Designer</a></p>



<p><a href="https://simon-thommes.com/work">Great Blender Procedural Examples and Giveaways by Simon Thommes</a></p>



<p>Let&#8217;s carry it on in the comments below if you think we should go into further details on anything!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-substance-designer.html">Using Blender Like Substance Designer</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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			</item>
		<item>
		<title>Game level texturing: Bake lighting in Blender and Unity (PART 5/5)</title>
		<link>https://www.creativeshrimp.com/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html</link>
					<comments>https://www.creativeshrimp.com/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Wed, 20 Aug 2014 13:19:07 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8537</guid>

					<description><![CDATA[<p>Discover how to bake lighting in Blender and Unity. After watching this video, you will learn&#160;some differences between these 2 tools and the basic principles of light baking (and texture baking in general). What is&#160;Texture Baking? Essentially, we take everything &#8211; direct lighting, reflection, diffuse color, indirect illumination, ambient occlusion &#8211; and try to pack</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">Game level texturing: Bake lighting in Blender and Unity (PART 5/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Discover how to bake lighting in <strong>Blender</strong> and <strong>Unity</strong>. After watching this video, you will learn&nbsp;some differences between these 2 tools and the basic principles of light baking (and texture baking in general).</p>



<span id="more-8537"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" src="//www.youtube.com/embed/PeogP2uIEZU" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">What is&nbsp;Texture Baking?</h2>



<p>Essentially, we take everything &#8211; direct lighting, reflection, diffuse color, indirect illumination, ambient occlusion &#8211; and try to pack it into 1 texture.</p>



<h2 class="wp-block-heading">Why Texture Baking?</h2>



<h3 class="wp-block-heading">1. Creative reasons</h3>



<p>Imagine you have achieved some spectacular shader&nbsp;in Blender scene, that involve multiple texture layers, wicked mix using grunge map and so on. Now you want to&nbsp;transport it directly to Unity, while retaining the look.</p>



<p>Exporting just the diffuse texture won&#8217;t to the justice to this uber material of yours, because Unity shader system differs from what Blender has.</p>



<p>What we can do is to bake everything in 1 texture (all shadows, multiple layers of awesomeness, etc). Then it will be easier to replicate the look in Unity, by inserting this texture in some shader. Yep?</p>



<h3 class="wp-block-heading">2.&nbsp;Performance</h3>



<p>As we will have just one texture, in some cases we wouldn&#8217;t even need to calculate the lighting at all in the game engine. In our example, we have a grungy room with a window.</p>



<p>Surely, it demands some Global Illumination solution. Real-time Global Illumination is very heavy performance-wise. So we can just bake <strong>lighting </strong>(and every other texture)&nbsp;to&nbsp;one package.</p>



<h3 class="wp-block-heading">3. Convenience</h3>



<p>Sometimes, it&#8217;s just more convenient to have one texture. As a bonus, it takes less space on hard drive.</p>



<h2 class="wp-block-heading">Baking Passes in Blender</h2>



<figure class="wp-block-image alignnone wp-image-8544"><img decoding="async" loading="lazy" width="550" height="280" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/baking_gif_01.gif" alt="bake lighting blender" class="wp-image-8544"/><figcaption class="wp-element-caption">Texture passes</figcaption></figure>



<p>Here you can see how various passes (Diffuse, Lighting, etc) sums up to produce the Complete map.</p>



<p>As a variant, we can just bake the Diffuse texture and leave light baking to Unity. Honestly, I would advice to do all lighting stuff in Unity, because it has very fast lightmapper. But it demands the Pro version, so plan accordingly.</p>



<p>And while I was writing the previous sentence, I realized one possible&nbsp;benefit of baking light in Blender &#8211; it cost you no money.</p>



<h2 class="wp-block-heading">Bake Lighting in Blender and Unity: Some Differences</h2>



<p>What are the differences between&nbsp;these baking options?</p>



<p>1.&nbsp;Blender can bake various passes, including Complete map.&nbsp;Unity bakes only lighting, but does it gracefully.</p>



<figure class="wp-block-image alignnone wp-image-9275"><img decoding="async" loading="lazy" width="1284" height="650" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-baking-02.jpg" alt="blender baking" class="wp-image-9275"/><figcaption class="wp-element-caption">Baking complete map in Blender</figcaption></figure>



<p>2. Unity lightmapper is, obviously, fully integrated into Unity engine. So you won&#8217;t need to export textures back and forth.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/unity-baking.jpg"><img decoding="async" loading="lazy" width="829" height="406" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/unity-baking.jpg" alt="unity baking" class="wp-image-9282"/></a><figcaption class="wp-element-caption">Baking light in Unity</figcaption></figure>



<p>Just press button, wait for it to calculate, done.</p>



<h2 class="wp-block-heading"><strong>Baking equals Faking?</strong></h2>



<p>To some degree &#8211;&nbsp;yeah. But don&#8217;t worry, because faking is fine.&nbsp;And very effective on mobiles, where we can&#8217;t afford to calculate expensive effects in real-time.</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading"><a href="/game-level-texturing-introduction-part.html">Game Level Texturing&nbsp;Introduction</a></h2>



<p><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-introduction-part-25.html"><span style="font-weight: bold; font-style: inherit;">1. Block out the model &amp;&nbsp;Optimize it</span></a><br /><span style="font-weight: bold; font-style: inherit;"><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-texture-atlas-part-35.html">2. Unwrap everything into 1 UV map</a></span><br /><strong><a href="/2014/08/game-level-texturing-projection-part-45.html">3. Paint and project the texture</a></strong><br /><strong><a href="/2014/08/game-level-texturing-refine-the-texture-part-4-55.html">4. Clone details from 2-nd UV map</a></strong><br /><strong><a href="/2014/08/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">5. Bake it</a></strong><br />6. Enjoy the result and start making games (this is optional)</p>



<figure class="wp-block-image"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/intro_thumbnail.jpg" alt="bake lighting Blender Unity" class="wp-image-8352"/></figure>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">Game level texturing: Bake lighting in Blender and Unity (PART 5/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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