Hey everyone! If you're struggling with the fact that your bakes are coming out completely gray, The problem is likely inside the multires modifier. If your "Levels Viewport" matches the render / sculpt level, you will receive a purely gray output. This is because blender is looking for the difference between the sculpt and the basemesh, and when you have viewport matching render settings, essentially there is no difference. and you'll receive a pure 50% gray. To solve this, set the viewport level to 0, then re-bake.
Blender needs a new baking system, all of the export options are very convoluted compared to programs that do a similar thing, I hope this is a feature we see in 3.0
@@BlenderSecrets All of that as well as the whole system of having to add image texture nodes, only being able to bake one map at a time etc etc. Just seems like an afterthought at the moment compared to something like substance painter where you can bake them all in one click
@@ImaSneke Interesting, I never thought about baking multiple maps at once. Maybe some add-on can do it? I know there are a few. I didn’t know Substance Painter can do that. Of course, it’s a specialized tool just for making materials, and Blender is kind of a “swiss knife” that can do all kinds of stuff.
It took me a while to figure out how to bake Displacement maps after the Blender Internal render engine was no longer around since 2.8. This video shows how to do it from Blender 2.8 on. Reconstructing lower subdiv levels: czcams.com/video/KowEPRIfM-w/video.html Get the free 35-page sample: www.blendersecrets.org Get the 1000+ page Blender e-book: gumroad.com/l/IxofeY
Looks awesome dude! I'm just wondering, do you do anything in your book about retopology so if you have a mesh of millions of polys and you wanna lower the polycount without reducing the appearance quality, how would you go about it in 2.8 or 2.9?
@@BlenderSecrets that is why artifacts in displacement happens Someone in the internet talked about that and it was on 2.79 or 2.76 too 😅 a bit old but it was astonishing
hello, pls is it possible to fully detail a complex form like the uv sphere and then bake the "HEIGHT MAP" to an undetailed sphere...starting from how to even get the height map from the detailed uv sphere
That way, you can for example animate a low(ish) polygon mesh, which is easier (also easier to UV unwrap, and to rig/weight paint). Then, when you render it you see the high-level details, thanks to the Displacement map.
Yes, that's because you select in the wrong order. The object baked TO needs to be "active", so it needs to be selected last while holding Shift, in the 3D viewport. If you are selecting in the Outliner however, it's different: you need to hold Ctrl instead of Shift. It's confusing, but that's how it works.
@@BlenderSecrets i found this when i had a similar problem, but it turned out it was 'i had multiple materials and should only have had one', same only-black-render result though. Getting rid of the extra materials fixed it right up. Great video, thanks very helpful.
This finally worked. I thought I did it wrong, my map was all Grey, but the pores still show up! Now, how do we bake this to eevee so we can use in unreal?
Yeah a good displacement map looks just kinda grey, you can only barely see anything. But the computer can see it. You don't need to bake anything "to eevee", displacement maps just work in any system that uses PBR maps. You can use it in Unreal right away.
So I have an object with the Multi-res modifier on it. The render and sculpt are set to 3 while the base mesh is set to 0. I've also tried set to 1. I have an image texture set up with 32 bits and the uv maps edited properly. Already baked the color. Now, I'm trying to bake the multires normals, but blender is telling me that the object isn't a multires object.
I got a question, would this work when exporting? Everytime I use displacement nodes and export it into something like an stl it doesn't export it as shown. I'm trying to 3d print game assets and by their nature they use a lot of normal maps which makes displacement a must but it doesn't even export as such
When you say exporting, you mean you want the displacement from a displacement or normal texture to be turned into actual geometry for 3D printing, correct? In that case I have just the video for you: czcams.com/video/AOdpGgqIub8/video.html
Well Blender doesn't smooth the UV on the baked displacement which can make it kinda unusable (depending on your mesh and how picky you are). It's been like this for at least a year afaik, and my bug report on it has gone unnoticed so far. Pretty frustrating imo..
The idea of baking the displacement, is that you can use it as a displacement texture on a lower polygon model, instead of having a high poly model with all that displacement as geometry. That way, it's easier to unwrap the model, rig it for animation and so on. That's generally how it works with most models for games, movies etc. So you are baking the high resolution (level 5 or more) geometry details, to the lowest (0) or almost lowest (1) level of detail, the "low poly" model. I hope that's understandable.
@@BlenderSecrets thanks for the answer ,..means banking a displacment map a normal map from gigh res. to low res. model ...or what is a displacment map ...?
Well, it says bake Displacement maps, not bake displacement. Displacement maps are exactly that, maps. And are also used in Unreal, and every other 3D software.
ok, but what if we want to bake a vector displacement, not just a displament? And just to be clear, I'm not talking about a brush vector displacement but a bake for the actual sculpt from multiresolution?
Hey everyone! If you're struggling with the fact that your bakes are coming out completely gray, The problem is likely inside the multires modifier. If your "Levels Viewport" matches the render / sculpt level, you will receive a purely gray output. This is because blender is looking for the difference between the sculpt and the basemesh, and when you have viewport matching render settings, essentially there is no difference. and you'll receive a pure 50% gray. To solve this, set the viewport level to 0, then re-bake.
life saver
Dude thanks for the explanation, makes perfect sense now
Blender needs a new baking system, all of the export options are very convoluted compared to programs that do a similar thing, I hope this is a feature we see in 3.0
With export options, you mean the file type and bit depth and so on?
@@BlenderSecrets All of that as well as the whole system of having to add image texture nodes, only being able to bake one map at a time etc etc.
Just seems like an afterthought at the moment compared to something like substance painter where you can bake them all in one click
@@ImaSneke Interesting, I never thought about baking multiple maps at once. Maybe some add-on can do it? I know there are a few. I didn’t know Substance Painter can do that. Of course, it’s a specialized tool just for making materials, and Blender is kind of a “swiss knife” that can do all kinds of stuff.
@@BlenderSecrets There's TexTools that's pretty good for baking maps inside Blender. github.com/SavMartin/TexTools-Blender
Thanks for showing this very helpful tutorial and happy blending with blender.
Thanks, very nice short tutorial.
This one is a life saver!!! thanks!!!
This youtube is a goldmine!!!
It took me a while to figure out how to bake Displacement maps after the Blender Internal render engine was no longer around since 2.8. This video shows how to do it from Blender 2.8 on.
Reconstructing lower subdiv levels: czcams.com/video/KowEPRIfM-w/video.html
Get the free 35-page sample: www.blendersecrets.org
Get the 1000+ page Blender e-book: gumroad.com/l/IxofeY
You should do a video on bake wrangler
You can try BakeLab addon
Thank you blender secrets
Quick, easy and to the point. Great tutorial!
Subbed
Best tutorials
Is it possible to get this to work when the highpoly mesh was not created using the Multires modifier?
i do have the same problem. not working with dytopo
czcams.com/users/shortsKowEPRIfM-w
Looks awesome dude! I'm just wondering, do you do anything in your book about retopology so if you have a mesh of millions of polys and you wanna lower the polycount without reducing the appearance quality, how would you go about it in 2.8 or 2.9?
Can you discover how we can bake vector displacement? 😅
Oooh, that’s interesting. I totally forgot about vector displacement.
@@BlenderSecrets that is why artifacts in displacement happens
Someone in the internet talked about that and it was on 2.79 or 2.76 too 😅 a bit old but it was astonishing
thanks man
Ayo thanks!
❤️
Is this the best method to use if trying to get textures to show up on models for 3d printing?
looks good, but what if we sculpt with dytopo?
czcams.com/users/shortsKowEPRIfM-w
Jan, how about doing this with UDIM? I would love to see that.
hello, pls is it possible to fully detail a complex form like the uv sphere and then bake the "HEIGHT MAP" to an undetailed sphere...starting from how to even get the height map from the detailed uv sphere
Can someone explain why you bake displacement maps?
That way, you can for example animate a low(ish) polygon mesh, which is easier (also easier to UV unwrap, and to rig/weight paint). Then, when you render it you see the high-level details, thanks to the Displacement map.
🤯🔥
only prop? can we do that on model animation ?
How to transfer details of ambient occlusion map from high detailed mesh to low detailed mesh having displacement map
Plz help and figure out how to fix the inconsistent shade smooth after Retopologing
My displacement bakes always seem to turn out fully black. Do you have any idea what's happening?
Yes, that's because you select in the wrong order. The object baked TO needs to be "active", so it needs to be selected last while holding Shift, in the 3D viewport. If you are selecting in the Outliner however, it's different: you need to hold Ctrl instead of Shift. It's confusing, but that's how it works.
@@BlenderSecrets i found this when i had a similar problem, but it turned out it was 'i had multiple materials and should only have had one', same only-black-render result though. Getting rid of the extra materials fixed it right up. Great video, thanks very helpful.
This finally worked. I thought I did it wrong, my map was all Grey, but the pores still show up! Now, how do we bake this to eevee so we can use in unreal?
Yeah a good displacement map looks just kinda grey, you can only barely see anything. But the computer can see it. You don't need to bake anything "to eevee", displacement maps just work in any system that uses PBR maps. You can use it in Unreal right away.
So I have an object with the Multi-res modifier on it. The render and sculpt are set to 3 while the base mesh is set to 0. I've also tried set to 1. I have an image texture set up with 32 bits and the uv maps edited properly. Already baked the color. Now, I'm trying to bake the multires normals, but blender is telling me that the object isn't a multires object.
you might have to subdivide on the multires modifier first
I got a question, would this work when exporting? Everytime I use displacement nodes and export it into something like an stl it doesn't export it as shown. I'm trying to 3d print game assets and by their nature they use a lot of normal maps which makes displacement a must but it doesn't even export as such
When you say exporting, you mean you want the displacement from a displacement or normal texture to be turned into actual geometry for 3D printing, correct? In that case I have just the video for you: czcams.com/video/AOdpGgqIub8/video.html
@@BlenderSecrets you're the man!
I was struggling with this yesterday. Baking was easy enough but half the time Blender can't use it's own baked displacement maps accurately.
Yeah I've had a rough time with Displacement maps as well, before...
Well Blender doesn't smooth the UV on the baked displacement which can make it kinda unusable (depending on your mesh and how picky you are). It's been like this for at least a year afaik, and my bug report on it has gone unnoticed so far. Pretty frustrating imo..
why only you use 0 or 1 and not the highest setting when baking? thx for your free tips
The idea of baking the displacement, is that you can use it as a displacement texture on a lower polygon model, instead of having a high poly model with all that displacement as geometry. That way, it's easier to unwrap the model, rig it for animation and so on. That's generally how it works with most models for games, movies etc. So you are baking the high resolution (level 5 or more) geometry details, to the lowest (0) or almost lowest (1) level of detail, the "low poly" model. I hope that's understandable.
@@BlenderSecrets thanks for the answer ,..means banking a displacment map a normal map from gigh res. to low res. model ...or what is a displacment map ...?
Is it possible to bake displacement maps in UDIMs in Blender?
Yes, since very recently. I’m making a video about this.
Во, то что нужно!!
You should start Discord server
😀😎
how to bake opacity map
I see nbothing, it's bake but with a grey image
Displacement maps can be very subtle and just look like a grey image to our eyes. But the computer can see the subtle variations in grey!
@@BlenderSecrets Thank you, is it the same things as the emit Bake settings ? Because it doesn't work with that and I search a solution. Thank you
That is not baking displacement, bake displacement means to have real geometry able to export to other software for example Unreal or Maya
Well, it says bake Displacement maps, not bake displacement. Displacement maps are exactly that, maps. And are also used in Unreal, and every other 3D software.
ok, but what if we want to bake a vector displacement, not just a displament?
And just to be clear, I'm not talking about a brush vector displacement but a bake for the actual sculpt from multiresolution?