When you bake in cycles - it makes no sense to continue rendering in cycles - the idea is that you then turn over to Eevee to render that baked textured scene - its much much much faster - so instead of moving from 19 to 6 seconds you go from 19 to 0.198 seconds!!!
Well, I do bake procedural materials by individual channels for cycles but it is true that if you are baking the combined map then there is no need to still be using cycles for regular renders
except that baking is essentially rendering, so it takes longer to bake everything in cycles and move it to eevee then to just render everything in cycles. maybe it's better for animation but for static images it's faster to just use cycles for the final render.
For the people who (also) aren't able to find the BAKE section under Properties (3:29): Make sure the Render Engine (first option in the list) is set to Cycles. Mine was set to Eevee by default, which doesn't have the bake option.
Great tutorial, but I would at least get rid of the noise of the like subscribe animation in the bottom right. It gets distracting and makes you look away from the video every time.
HI i baked a sofa near window side. At normal realtime scene the shadows of sun light through window falls on sofa..But after baking the combined (with direct and indirect lighting ) nno shadow are baked in texture only ambient lighting is baked in the texture..Can you explain why?
Nice! btw i wanna ask.. why after i bake, the bump looks off? like not really there? i thought this is baked from the camera views? and i got some noise and blurry too. i used 3000px image size. i guess that's not enough?
Baked texure is a image file ..obj or fbx file has the uv map so place the obj +baked images in the same file and import them to the software youre gonna use (ex-unity )
Great tutorial, Deepak! A quick question about your decision to bake two separate textures in the video: since the scene has to be static for the baked lighting texture to work, would it be better to bake one texture for both objects?
It's a matter of choice, do you prefer having two small textures or a large one for both objects combined? Also keep in mind that combining two objects in one texture requires their UVs to be done together, to not be overlapping. I'd say it depends on the project you're working on.
@@LeVraiDams Thanks for the reply! If the baked texture is used as part of the 3D model for web viewing, wouldn't having multiple textures make it less web friendly?
@@mishraka Again, it depends, If by web viewing tou mean product visualization, then having separate textures for the ground and the object would be better to change the object's texture. If all you want is to see a 3d scene that doesn't change, then go for the combines textures and UVs. Example: you want to sell bikes, you want your customer to preview your bikes in different colors on your website. Then it's better to have the ground as a separate baked texture and only switch the bike's textures in different baked colors instead of changing the ground and the bike because they would have combined textures. I hope this helps. Feel free to give more specific details if you ask for advice.
When you bake in cycles - it makes no sense to continue rendering in cycles - the idea is that you then turn over to Eevee to render that baked textured scene - its much much much faster - so instead of moving from 19 to 6 seconds you go from 19 to 0.198 seconds!!!
band new to all this ... mind exploding ... will try ... legend.
But only when the light isnt dynamic and nothing is moving behind an Object made out of Glas
makes sense, would have use cycles 😂
Well, I do bake procedural materials by individual channels for cycles but it is true that if you are baking the combined map then there is no need to still be using cycles for regular renders
except that baking is essentially rendering, so it takes longer to bake everything in cycles and move it to eevee then to just render everything in cycles. maybe it's better for animation but for static images it's faster to just use cycles for the final render.
For the people who (also) aren't able to find the BAKE section under Properties (3:29): Make sure the Render Engine (first option in the list) is set to Cycles. Mine was set to Eevee by default, which doesn't have the bake option.
Thank-you very much!
This was the answer I came to look for. Thankss
Was wondering exactly this! Thanks!
Thank you, sir. This has been good education.
BRUH, DUDE, YOU CAN'T EVEN IMAGINE, HOW YOU JUST SAVED MY TIME!
THANK YOU!
I had such a hard time wrapping my head around this concept, but this tutorial finally made it click. Thanks for making it!!
Dude, your constant subscribe and like popup banners in the video are so ANNOYING.
Thank you 👍
Great tutorial, but I would at least get rid of the noise of the like subscribe animation in the bottom right. It gets distracting and makes you look away from the video every time.
im baking the interior of the room but only black image is being baked do you have any idea what's going wrong?
You are a legend. Thank you so much.
Great tip great video and i realy like your talk timing
i laughed so hard because i have watched this on 1.5x speed and hes rapping so fast. btw thanks.
HI i baked a sofa near window side. At normal realtime scene the shadows of sun light through window falls on sofa..But after baking the combined (with direct and indirect lighting ) nno shadow are baked in texture only ambient lighting is baked in the texture..Can you explain why?
Breath, my friend! You speak too fast, but that's fine kkkkkkkkk
kkkkkkkkkkkkkkk......
Kkkkkkkkkkkkkk
Br aqui
Thank you. This was really helpful!
thanks man. appreciated vid
Hi, but what if your object have more than one textures? how can you do this in that situation?
It's 2024 why am I watching indian guy tutorials again
can you do this for the model of an entire apartment with lot of furniture or the baking would be huge and make everything crash?
@Abhi2000 no :(
Great tutorial man! Helped a lot! Thanks for the efforts!
Thank you!
Nice! btw i wanna ask.. why after i bake, the bump looks off? like not really there? i thought this is baked from the camera views?
and i got some noise and blurry too. i used 3000px image size. i guess that's not enough?
in light baking render samples matters as well. You control baking accuracy with it as you do with rendering.
It's so helpful, thank you so much
You are awesome.
I loved the tutorial it helped me a lot, but how do I export the model with the baked texture? I tried but it doesn't work
Baked texure is a image file ..obj or fbx file has the uv map so place the obj +baked images in the same file and import them to the software youre gonna use (ex-unity )
Does this work with animations?
thank you for making this easily understandable!
thanks brother it helped me alot
tkanks for this , but for video how can bake if for example have flag moving and water or ocean like that
great job! took you 3 minutes to actually start the tutorial lol. good tutorial tho lol
great , thank you so much
Thank you very much ...
You are welcome, thanks for your comment. :)
¿it works on animations too?
my lighting is turning my textures greyish. halp. what am i doing wrong?
nice simple to the point thnks
ok
I really can't cope well with those connecting things. Nice tut, but adding lighting with GIMP seems much easier.
That works for a single image but not for areas you want to use in videos, games or 3d environments.
For simple shadow it works. But to achieve better quality, you need both direct and indirect light that can be achieved through light bake.
thx!
nice 👍🏾
Nice
Great tutorial, Deepak! A quick question about your decision to bake two separate textures in the video: since the scene has to be static for the baked lighting texture to work, would it be better to bake one texture for both objects?
shouldnt make a difference
It's a matter of choice, do you prefer having two small textures or a large one for both objects combined? Also keep in mind that combining two objects in one texture requires their UVs to be done together, to not be overlapping.
I'd say it depends on the project you're working on.
@@LeVraiDams Thanks for the reply! If the baked texture is used as part of the 3D model for web viewing, wouldn't having multiple textures make it less web friendly?
@@mishraka Again, it depends, If by web viewing tou mean product visualization, then having separate textures for the ground and the object would be better to change the object's texture. If all you want is to see a 3d scene that doesn't change, then go for the combines textures and UVs.
Example: you want to sell bikes, you want your customer to preview your bikes in different colors on your website.
Then it's better to have the ground as a separate baked texture and only switch the bike's textures in different baked colors instead of changing the ground and the bike because they would have combined textures.
I hope this helps. Feel free to give more specific details if you ask for advice.
I learn blender for she
What?
that's cute
great tutorial, thanks! It really helped me!
Very useful! ❤️
Where are the textures stored in from the UV unwrap?
taking a quick check on comparison it seems it takes the UV from the source object you select
Shiiieeee...
nice video
want to be friend?
💖 👈 👍..
Ok i see
Subscribe noises in a low volume vid every minute? Distracting from an otherwise good tutorial. Because of that I decided not to subscribe.
you english is really bad. keep it to 30 words per min n people might understand you. Enunciate... talk slowly
Oh wow, the irony.
@@clairebaker945 LMAO
Nice
ok
ok