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Blender 3d + Valve workshop: Blendy
Baking textures in blender 3 ways. Cycles | Meltdown | B-internal + 2 ways of noise reduction
First method of generating textures: Cycles
First of all you need to choose high resolution model (double A). Next choose low resolution model
You have to create material for low resolution model with node tree
Open image editor window and create new texture
After your texture created link it in "Image Texture" field of node tree
Done. You can bake
Choose texture type and customize paremetres
Also, you need to activate "selected to active" and "ray distance"
After a while your map is generated
you can save it by pressing F3 button
Setting up AO (ambient occlusion)
For this type of generation you must specify the number of samples. Take a note: more samples you have - more cleaner the result will be and much longer you will wait till finish.
After a while your map has been generated
This artefacts in AO means incorrect ray distance
Small amount of samples create noisy pattern. There is many ways to cope with it. I will focus on 2 different noise reduction techniques.
Noise reduction technique #1
Bilateral blur in compose editor
Setting up compose editor: add your preveously generated AO
Add node "bilateral blur" then add normal map
You can see how beautifuly works bilateral blur+normal map. Now tweak settings a little bit.
You have to render your denoising compose if you want to save texture ed. Sorry. There is more efficient way to save your texture. In image editor open "viewer" texture it is in drop down menu, and save it in your harddrive
Baking method #2 Working with free addon MELTDOWN (link in descritption)
MELTDOWN works only with cycles, so you have to set your blender in cycles mode.
First of all select all you hirez models and make a group (Ctrl+G)
The real advantage of MELTDOW is in batch baking. It will generate for you all taxtures an once (like XNORMAL)
Set texture resolutions and choose your output folder
Now, tell the addon what models do you want to work with: 1 field - lowrez model 2 field - hirez group 3 field - ray distance
Add Pass - adding a generation type
Hit the MELTDOWN button and wait. Blender can freez, but do not panic, meltdown is working. Baking can de long. It depends on your computer.
Done, all textures are ready
50 samples is really low number of samples, so you see noise artefacts. To denoise them use first method, or secont (at the end of this video)
Baking method #3 Blender Internal (BI)
Select hirez models then lowrez
Open Image editor window then enter the edit mode for lowpoly mesh.
Create new image
Go to render tub and open bake drop-down menu. Setting in up.
I need to mention that BI make generation a lot fater than Cycles
To generate AO you have to follow some additional steps
First activate AO in world tub. Second enter number of samples
As you can see, mup seems to be gray this is because of default material
You need to assign new pure white material to all objects in your scene. Create new material
Dublicate it to all other obects (Ctrl+L -> materials)
Done, no more gray colour. In fact BI created much cleaner AO, it still have some noise pattern. Follow this video. Next punkt is about denoising.
Noise reduction technique #2. Gimp with plugin G'MIC (link for dowloading in description) p.s. There is same technique for denoising in Krita
G'MIC - grate and free gallery of filtres. We will need reconstruction panel, type: Iain's noise reduction
The result is gorgeous!
Some cases might have some additional tweaking of luma and chroma.
DONE! Texture is clean now. Thanks for watching. I really hope that this information was helpful for you and it will be irreplaceable in your creative way.