[Texture baking] Baking Diffuse from Metal Object makes texture black #60617

Closed
opened 2019-01-18 10:46:30 +01:00 by Bram Eulaers · 10 comments

Using Blender 2.8 beta
hash 91a155833e

Not really sure that this counts as a bug, but I figured I'd report it anyways:

I'm trying to bake a game asset for a PBR workflow, and created a high poly asset using a bunch of procedural materials. From my high poly, I want to bake out the following textures to my low poly mesh:

  • color
  • roughness
  • normal tangents
  • metallic

Currently, baking out metallic is not supported, so I have to work around it using another slot which is a little annoying but works fine.
However, baking out the diffuse, will also bake out the parts that are metallic as black. Technically, this makes sense as that is what metalness does, but it doesn't quite fit with how most game engines today handle their PBR texture maps, with metal elements being bright on the albedo rather than black.

So a solution here would be:

  • add a baking option for 'METALLIC'
  • In the diffuse Bake Type, make 'COLOR' just bake down the base color without metal darkening. Maybe adding an option called 'ALBEDO' could be useful as the bake type that does get darkened in case you still want it to do this.

Getting these changes would help a lot in moving Blender forward for being a proper PBR texture creation tool. For a large majority of modern game assets, you need 5 maps: color, roughness, normals, metalness and AO. Making sure Blender can bake all these easily would be a big step in fleshing out PBR texture creation for Blender. Eevee supports all these maps already, we just need to be able to bake them!

Using Blender 2.8 beta hash 91a155833e59 Not really sure that this counts as a bug, but I figured I'd report it anyways: I'm trying to bake a game asset for a PBR workflow, and created a high poly asset using a bunch of procedural materials. From my high poly, I want to bake out the following textures to my low poly mesh: - color - roughness - normal tangents - metallic Currently, baking out metallic is not supported, so I have to work around it using another slot which is a little annoying but works fine. However, baking out the diffuse, will also bake out the parts that are metallic as black. Technically, this makes sense as that is what metalness does, but it doesn't quite fit with how most game engines today handle their PBR texture maps, with metal elements being bright on the albedo rather than black. So a solution here would be: - add a baking option for 'METALLIC' - In the diffuse Bake Type, make 'COLOR' just bake down the base color without metal darkening. Maybe adding an option called 'ALBEDO' could be useful as the bake type that does get darkened in case you still want it to do this. Getting these changes would help a lot in moving Blender forward for being a proper PBR texture creation tool. For a large majority of modern game assets, you need 5 maps: color, roughness, normals, metalness and AO. Making sure Blender can bake all these easily would be a big step in fleshing out PBR texture creation for Blender. Eevee supports all these maps already, we just need to be able to bake them!
Author

Added subscriber: @Leukbaars

Added subscriber: @Leukbaars
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Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
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Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Jacques Lucke self-assigned this 2019-01-18 12:12:45 +01:00
Member

Unfortunately, this is not the right place for feature requests. Please use https://blender.community/c/rightclickselect/ instead.

Unfortunately, this is not the right place for feature requests. Please use https://blender.community/c/rightclickselect/ instead.
Member

Added subscribers: @brecht, @lichtwerk

Added subscribers: @brecht, @lichtwerk
Member

@brecht: guess this is more of a TODO [then a real bug]?
Though it seems like a nice task to keep and not close...

@brecht: guess this is more of a TODO [then a real bug]? Though it seems like a nice task to keep and not close...
Member

oh, @JacquesLucke was quicker...

oh, @JacquesLucke was quicker...
Author

Yeah you're right, I guess it feels more like 'missing feature', rather than bug. Sorry for that :)!

Yeah you're right, I guess it feels more like 'missing feature', rather than bug. Sorry for that :)!

Added subscriber: @Azagwen

Added subscriber: @Azagwen

it is a bug to me, diffuse is supposed to be every color from every type of node, including the ones that used metalness reflexion types, like principled.

it is a bug to me, diffuse is supposed to be every color from every type of node, including the ones that used metalness reflexion types, like principled.
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Reference: blender/blender#60617
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