You could also simply use texture paint by adding a base color, creating a pallete, using the face selection mask mode (or whatever it was called), and filling in your pallets colors with the fill tool. Funny how you may not think of the most obvious simple way some times. Using textools to bake your materials diffuse does have the advantage of not having to redo everything if you change the model/UV map though. Stay tuned for a Quixel Mixer tutorial series in the next few days!
Developer here. You all better download the latest version for an easier life, an keep watching because more needed features are coming (most likely). Enjoy
@@DarkAutumn3D Multiple UVs is pretty easy, on the side panel with the modifiers tab there is a data tab that has a triangle icon, under that there is a UV Maps section, just press + there and select the one you want to edit. If you want to set up a test material in Blender, there is a UV Map node you can use to specify which to use
Nice info here. Is the second baking method what you would use if you were going to take the material into a editing software like photoshop to paint in textures etc?
All of them should give you basically the same result, just choose whichever seems easiest based on the model. They should all work with Photoshop, I would just use the magic want tool (I haven't used PS in a while but I think there is an option on magic want like "continuous" which you can turn off to allow it to select everywhere with that color, instead of just connected areas. Then click on the add mask button on the layers dock
So... it will only let me bake on material at a time, and each time I bake one it overwrites the previous. If I select everything and bake, Material ID or Diffuse, it just does nothing
For me, the "assign color" button in the TexTools window is greyed out and cannot be pressed. When I open the drop down under "convert" all those options are greyed out as well. My model is in edit mode and fully unwrapped. I'm not sure how to get it to work.
Anyone know addon( free or paid for blender) which speeds up materialID redner output? I mean i'm using normal textures within blender, but then as a separate render layer I want to have random colors assigned to different materials in my scene (for fast masking in photoshop or other software like that). I know in vray for skethcup is a matter of few clicks, but in Blender is a extremly tidious process with propper material index number assigment and then creating the whole node setup on compositor... HELP!
It's not letting me import the 3d model into Mixer. when I try to it says textures with multiple texture set are unsupported. Any suggestions on what possibly went wrong ? I only have a simple model with 2 material IDs
This is used for masking out different material types when using a texturing software. For example you might have a barrel with with wood and metal parts, if you wanted them in a single texture, you can make a material I'd texture, having the wood being say red, and the metal blue, and tell your texturing software (Substance Painter, Quixel Mixer, Armor Paint, etc) to mask the wood and metal texture layers to those colors
You're welcome! It's probably just a question of spending the time to get as used to it as you are Maya, for me, trying Maya is extremely frustrating, even using 3DS Max which is what I first learned 3d on is hard since I'm not as used to it as Blender. Though, Blender's baking tools are way harder to use than they need to be
@@MrTriPie Thank you for your reply. I found it encouraging. I agree that spending time with Blender is necessary to get familiar with the different terminology and processes compared to Maya. Keep up the great tutorials, we appreciate it.
You could also simply use texture paint by adding a base color, creating a pallete, using the face selection mask mode (or whatever it was called), and filling in your pallets colors with the fill tool. Funny how you may not think of the most obvious simple way some times. Using textools to bake your materials diffuse does have the advantage of not having to redo everything if you change the model/UV map though.
Stay tuned for a Quixel Mixer tutorial series in the next few days!
really looking forward to the mixer series!
@@RuthwikRao Thanks! :)
hello, i think theres an easier way
if you have vertex paint, you can use the node "vertex paint" plug into emission and bake emission
other than painting by hand, seems easier xd
@@lululoide That's also a good option, thanks!
Developer here. You all better download the latest version for an easier life, an keep watching because more needed features are coming (most likely). Enjoy
Thanks for the tip, and for your hard work on TexTools!
my man here deserves an epic mega grant. Thanks!
hi fran Marz umm is to use this for my art on artstaion and my game
tex tools is amazing. Thank you for this tutorial and considerably speeding up my workflow!
You're welcome! UV Squares (free) and UV Pack Master 2 ($12-$25) are also super helpful for the UV editing steps
Tell me about it! I've been using 3DS Max, working with game engines, for 20 years but moved to Blender a month ago and this really helped!
Awesome tutorial, quick and to the point! Thanks for this, you got a new customer sir!
Thank you!
Thank you SO much! Been using 3DS Max for 20 years, working with games engines and such, so really needed this in Blender!
Glad it helped!
@@MrTriPie Actually, after watching it, I made a mistake... It was actually multiple UV's I was looking for xD Thanks anyway!
@@DarkAutumn3D Multiple UVs is pretty easy, on the side panel with the modifiers tab there is a data tab that has a triangle icon, under that there is a UV Maps section, just press + there and select the one you want to edit. If you want to set up a test material in Blender, there is a UV Map node you can use to specify which to use
@@MrTriPie Yeah I've tried that but it's not working. I've watched like 3 tutorials.
Great Job! fantastic little plugin.... This video is approved by the "Wizard Of Light". This is a very well made video.
@04:27 that's the bit that saved my life! Thanks a dozen
I would have liked to also have seen you using this material ID texture in substance painter. So that i can understand how one relates to the other.
what a great addon. i was doing it vanilla for id / ( blender - substance)
Nice info here. Is the second baking method what you would use if you were going to take the material into a editing software like photoshop to paint in textures etc?
All of them should give you basically the same result, just choose whichever seems easiest based on the model. They should all work with Photoshop, I would just use the magic want tool (I haven't used PS in a while but I think there is an option on magic want like "continuous" which you can turn off to allow it to select everywhere with that color, instead of just connected areas. Then click on the add mask button on the layers dock
@@MrTriPie you can do select by color in Photoshop
straight and to the point! thanks alot for sharing ;)
So... it will only let me bake on material at a time, and each time I bake one it overwrites the previous. If I select everything and bake, Material ID or Diffuse, it just does nothing
Just a heads up... when I bake the Material ID in Blender 2.92 it works fine.
For me, the "assign color" button in the TexTools window is greyed out and cannot be pressed. When I open the drop down under "convert" all those options are greyed out as well. My model is in edit mode and fully unwrapped. I'm not sure how to get it to work.
Anyone know addon( free or paid for blender) which speeds up materialID redner output?
I mean i'm using normal textures within blender, but then as a separate render layer I want to have random colors assigned to different materials in my scene (for fast masking in photoshop or other software like that). I know in vray for skethcup is a matter of few clicks, but in Blender is a extremly tidious process with propper material index number assigment and then creating the whole node setup on compositor... HELP!
Thank You for the great solution. That is exactly what I need.
Quick question, why do I get a really long error MSG when I try to bake anything with the addon? (Blender 2.82 if that matters)
No clue. The error message should usually has a hint as to went wrong in it, try skimmig through it to see
If it helps, I had to go to the appdata folder, and delete the whole addon, close blender, start up again and install it again and then it worked
Same thing happening to me. No idea how to fix it
I had the same issue. removing textools from the blender folder and then installing the older version of it from 9 July 2019 fixed it for me though
@@danbauge1894 Cheers Mate, that worked for me, though I think its the June 2019 version im using :-)
Best tutorial!
I can confirm that ID mask works under 2.92 now.
Perfect thank you so much!
Thank you for a great tut & tool!
Thank You!
Thank you so much, buddy!
great for substance
ty ily
I just tried a Material ID bake using TexTools 1.30 in Blender 2.93 and it worked for both CUDA and Optix (RTX 2070). YMMV.
great tutorial. Great contribution. You have my like Thank you so much. Greetings
It's not letting me import the 3d model into Mixer. when I try to it says textures with multiple texture set are unsupported.
Any suggestions on what possibly went wrong ? I only have a simple model with 2 material IDs
Once you backed the material ID you must remove the materials from the mesh and after export it.
Greeeeeeeeat!!
Great tutorial! I was wondering do you need to be in cycles to use the addon that bakes the material ID?
I believe so, as right now Eevee doesn't have any bake options (and cycle's ones aren't shown unless it's enabled)
Maintainer here. Cycles would be called automatically to perform the render, you can have EEVEE enabled while using the addon.
thanks, man. for real, thanks.
I found out why material ID doesn't work. It depends on your cycle renderer device. It would work if you use either Cuda or open CL but not Optix
Thanks for the info! Sounds like it may be another bug (unless it's also another render device that doesn't work) as I don't have an Optix card.
feels like Julian Casablancas doing tutorial
Why do you bake a texture, is that mainly for video game engines?
This is used for masking out different material types when using a texturing software. For example you might have a barrel with with wood and metal parts, if you wanted them in a single texture, you can make a material I'd texture, having the wood being say red, and the metal blue, and tell your texturing software (Substance Painter, Quixel Mixer, Armor Paint, etc) to mask the wood and metal texture layers to those colors
Hey Bro Nice tutorial, but I have problems with the 3.0 version of blender
it assigns colo to the whole mesh.
wow, thank u so much :)
Material ID works fine on blender 2.82a.
Ty good air
Sir lol
is this just me or is this steven
Thanks for the great tutorial. But, everything is harder in Blender than Maya.
You're welcome! It's probably just a question of spending the time to get as used to it as you are Maya, for me, trying Maya is extremely frustrating, even using 3DS Max which is what I first learned 3d on is hard since I'm not as used to it as Blender. Though, Blender's baking tools are way harder to use than they need to be
@@MrTriPie Thank you for your reply. I found it encouraging. I agree that spending time with Blender is necessary to get familiar with the different terminology and processes compared to Maya. Keep up the great tutorials, we appreciate it.
bro mango
99% of software is a steaming pile of dog s**t, all black uv maps ftw