Blender Cycles Texture Baking Tutorial


Well well, hello there. This is Metapixelatron. Today, I will teach you how to convert your
materials, made with nodes in cycles, into texture images. So, let’s begin. I assume you have an object. With this object selected, go to edit mode. Now, we must create a UV layout for this object. As always, the first thing we need to do is
select all the edges which will be converted into UV layout seams. After the edges are all selected, click mark
seam. The seams will be marked as red lines. Now, select all the faces of the object, and
then unwrap the UV layout. Inside the image editor, you will be able
to see the UV layout. You can also make some slight modifications
to the UV layout. Once this is done, you have to create a new
image, which will be used in the baking process of the texture. The quality of the image depends, mostly,
on the resolution. For this tutorial, I will use 512 pixels by
512 pixels. I am not concerned with the quality of the
final texture, since this is only a tutorial. Ok, a black image is created. Now, we need to set up the material nodes,
so they will bake the materials to the image. It is a really simple process. All you need to do, is add a single node. Yes, you need to add the image texture node,
and then select your new image as the input. Now, do the same thing for the other materials
of the object. Go through all your materials, and make sure
that the image texture node is selected on all of them. Then, go to the image editor and select your
image. Now, go to the render options. Make sure your rendering settings are optimized,
because the baking process may take a while. Open the bake tab. The type of pass for this bake process, will
be the diffuse color. Leave the margin at 16 pixels. If you are using a higher resolution image,
you may want to increase the margin. Now, click the bake button. The baking process will take a certain amount
of time. It will seem as if the progress bar is stopped,
but it is working. Could take more than 8 hours, for resolutions
higher than 2048 pixels, depending on your computer. Once it is finished, the image will appear. It may seem brighter than expected, but it
will look normal once you save it as an image file. So, save this image as an image file. Select a directory for it, and name the image
output. As you can see, the image doesn’t look that
bright anymore, and it is possible to see the details. Now, you can remove the old materials from
the object. They are no longer needed, as you have an
image file, which contains the color informations of those materials in a single input. You can create a new material for the image,
but you can also use one of the old materials. Just replace the old material nodes with the
image texture node, and load the image file as the input of this image texture node. Now, connect it to the diffuse node. The final result is a texture, containing
all the color information of the old materials. Again, this is a very low quality texture. If you really want a detailed texture, use
a higher resolution image file. Also, if you are using an object which contains
the mirror modifier, make sure to remove the modifier before baking the texture. I hope this was helpful. Subscribe to my channel, for 3d animations,
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3 thoughts on “Blender Cycles Texture Baking Tutorial

  • Great tutorial. Thanks a lot. I have a question. Say I want to back my materials onto a character that I plan to append into another file for animation. I want my characters to have subsurface, fresnel and all of that which is very time intensive especially since I'm using a CPU , but I want it to react to the light in other files. Do I need to remove everything but the color and bump/ displacement info from the material before baking? I need to bake as much as possible but for multiple uses.

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