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principled-baker's Issues

blender 4.0 broke it

blender 4.0s restructuring of the principled node has decided to rename Specular to "IOR Level" for no good reason. Now the addon can't bake specular maps because it doesn't know it's been renamed. I don't know shit from fuck about python but does anyone know if i could just go into the addon and switch specular out for IOR Level and make it work? the rest of the addon seems to work fine so i dont think the restructuring has fucked anything up i think it's just the renaming.

edit: just remembered coat, sheen, and transmission are all technically named weight now. haven't tried those yet but they're also probably broken i bet

Blender 2.9X AO Support

Currently using with Blender with no issues baking game engine maps (emissive, color, metallic, roughness). Only issue is incorrect AO map.

I have to use traditional AO node setup which is quite cumbersome on objects with lots of materials.

Was wondering when this is going to be supported?

P.S. Splendid addon. Keep up the great work!

Not working if multires is enabled

I'm using blender 4.0 and looks like when you launch the baking with multires modifier active on your mesh, the baking takes forever, and then you get all black images (exception made for normals).
Not a big deal since you just can disable (for viewport and rendering) the modifier and the baking starts working properly again.

Batch baking takes abnormally long time

I have a scene with 60 fairly simple objects (~50 faces on each one). If I select only 1 object and bake in Single/Batch mode, the process will finish within 15 seconds. However, if I select multiple objects, 3 for example, and bake in batch mode, it will take about 10 minutes - which is drastically longer than separately baking 3 objects.

I'm using blender 2.81 and the latest PB.

Automate baking with python

I am trying to autmate the baking process from a python script. So far I am able to successfully configure the bake:

bpy.context.scene.principled_baker_settings.resolution = '1024'
bpy.context.scene.principled_baker_bakelist[0].do_bake = True
bpy.context.scene.principled_baker_bakelist[1].do_bake = True
bpy.context.scene.principled_baker_bakelist[2].do_bake = True
bpy.context.scene.principled_baker_settings.file_path = "//PBR Bake\\Test\\"

however, I am unable to start the actual bake. I have tried

bpy.ops.object.principled_baker_bake()

but the bake process does not seem to start. The object is selected and the bake works without problems once I press the bake button manually. Is there something I am missing or is there a better approach?

selected to active. complex transparency.

heyo
first of all, thank you very much for this addon, its a must have for gamedev.

i have a question about baking multiple objects with complex textures with transparency to a plane.
on the first screenshot you can see my result when i choose: png, with rgba, exclude transparent colors

2021-09-04_00-05

on the second i choose: png, with rgba, exclude transparent colors and also alpha channel to color.

2021-09-04_00-06

i also tried to toggle exclude transparent colors in both cases, but both results were the same.

what is the trick for baking those things? or is it possible at all?

upd 1
im afraid i wasn't clear ehough.
im baking both floor and transparent texture to another plane.
2021-09-04_19-42

Bake Error: Image 'name.png' could not be saved to '\name.png' [Blender 2.83]

Hello
I'm trying to bake a mesh I made but I keep running into this error

||Traceback (most recent call last):
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Principled-Baker-master\baker.py", line 869, in execute
    self.bake_combined(context, self.bake_objects)
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Principled-Baker-master\baker.py", line 564, in bake_combined
    bake_type=get_bake_type_by(self.jobname))
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Principled-Baker-master\baker.py", line 293, in bake_and_save
    image.save()
RuntimeError: Error: Image 'Plane_color.png' could not be saved to '\Plane_color.png'


location: <unknown location>:-1

solve repo name typo

known issues:

  • typo in github name (can not be solved?)

if you rename your repo
(this is possible in the repo settings)
github will automagically create a redirect from the old name to the new one :-)
so it is easy possible without to much loose..

Can it be ported to the official Blender ?

Hello Daniel,

I was just wondering what would be the main challenges to port this to the official Blender build?
I am a gamedev and I think that to be able to bake PBR maps is an essential feature :)

The current Blender baker does not allow to bake all the PBR channels, and it is a bit clumsy to use as well. I have never contributed to Blender, but I would be happy to help (in terms of coding and discussing the port).

Let me know what you think!

more a feature suggestion of defaults

how about making the create new material button near the top, and autodect/detect one button..
.. or just a I'm feeling lucky Bake/AutoBake button that does all of this in one button, make a texture folder, assign to new material, autodect/detect and bakes - this is my go to for now, just want quick results - especially for first users you want to click something but need to look at a description to realise it's very easy - great tool
BTW add a donation button somewhere

Error on Mac Big Sur

I'm getting this error when I try and bake anything. I set an output location within the addon and that didn't work, so I copied the file path of the folder manually and pasted it, and it still doesn't work. It could just be my computer's issues with file paths due to having two users, but I can't be sure.
Screen Shot 2021-09-03 at 1 59 56 AM

Auto-UV mapping error

Hello,

I'm trying to use the auto-smart uv of this addon, with blender 3.1.2 but I get this error:

Python: Traceback (most recent call last):
  File "C:\LiberKey\Apps\Blender\Data\settings\scripts\addons\Principled-Baker-master\baker.py", line 875, in execute
    self.bake_batch(context, self.bake_objects)
  File "C:\LiberKey\Apps\Blender\Data\settings\scripts\addons\Principled-Baker-master\baker.py", line 631, in bake_batch
    self.bake_combined(context, [obj])
  File "C:\LiberKey\Apps\Blender\Data\settings\scripts\addons\Principled-Baker-master\baker.py", line 499, in bake_combined
    auto_uv_project(bake_objects)
  File "C:\LiberKey\Apps\Blender\Data\settings\scripts\addons\Principled-Baker-master\uv\project.py", line 40, in auto_uv_project
    smart_project()
  File "C:\LiberKey\Apps\Blender\Data\settings\scripts\addons\Principled-Baker-master\uv\project.py", line 12, in smart_project
    bpy.ops.uv.smart_project(angle_limit=settings.angle_limit,
  File "C:\LiberKey\Apps\Blender\Data\settings\scripts\modules\bpy\ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.uv.smart_project.poll() failed, context is incorrect

location: <unknown location>:-1

Not sure why

Confusing to use.

Can you type instructions how to do certain tasks like:

  1. Given many meshes that have many materials bake their meshes into image inputs into Blender principled BSDF.
  2. Bake into Principled bsdf but with the multiple meshes joined
  3. Show the difference between replacing their materials and creating a new mesh with the new materials.

I got stuck and couldn't find the methods.

Off color texture bake

I baked some textures today using this addon, which always worked perfectly for me before, but now it seems to bake the textures in an off darker color, image example. Baked material on the right.
The normal, specular, roughness and AO maps seem to work perfectly, but for some reason the color is darker.
image

UV baking scale problem and quality

When baking some material with nodes (uv->mapping->image texture) scale not working or working wrong and textures blured (smooth disabled in baker) not so quality as in render. I tried to encrease samples but in vain.

blender 2.8 RC3 may have broken the addon

I've updated blender to 2.80 RC3 and it seems Principled Baker is not working correctly now.

It usually happens when I try to bake (or press detect button on) objects with multiple materials assigned. A typical error message is like this:

error message

As far as I remember, the addon used to work fine with RC2. I'm not sure if it's an issue only on my end.

Smart uv does not work in 2.9+

I have used this awesome addon in 2.83 and it works fine. But .later blender versions does not support smartuv and this is almost perfect Baker for blender but I request you add denoise function and add shadow bakeing function. Than it will be perfect. Thank you for developing this awesome addon.

Incoherent Normal Bake

Hello everyone! I just managed to bake a BaseColor texture flawlessly using Principled Baker, seems tho the same method doesn't work for the Normal Maps.

Here's the newly unwrapped BaseColor from a dozen of different textures

image

Flawless as stated above.

Now, even though the Normal Maps are present and working in the original texture, I can't get them to be baked on the new UV Map properly, regardless of the settings used.

Here's an example of one normal map from the original materials
image

And here's the result of the baking process on the normal map (same method used for the Diffuse)

image

Any information on what I am missing or what's the eventual bug I stumbled upon?

Using Blender 3.3LTS

Regards

Chris

How to force GPU usage in Cycles?

I select GPU in Cycles before baking to make sure it uses GPU but every time I bake it uses CPU only and my CPU hits 99% usage normally, I would have faster bakes with GPU is there any way to force GPU usage with this tool?

Baking produces completely black images if render hardware is set to OptiX

Blender version: 2.92

If render hardware is set to OptiX in Blender preferences, the baked textures will be solid black.

I understand this may be a limitation with Cycles engine. However I wonder if it's possible to:

  1. temporarily switch to CUDA when baking
  2. or give a warning message to let the user manually switch to CUDA

Ambient occlusion map only white

It seems that the Ambient Occlusion produces simple white images. When i use the regular way in the blender render properties-->Bake--> it works fine. Are there any settings to set up baking for ambient occlusion? I use Single/Batch Bake

How to bake UDIM textures

It seems only the 1st tile is being baked. Or maybe UDIM is supported but I couldn't figure out.


I think I've figured out doing this manually. Since it bakes the first tile only (UV [0.0:0.0] to [1.0:1.0]) you need to move the islands until the tile you want to bake coincides with the 1st tile's region. Then you can rename the images and re-load them as UDIM.

Some manual work needed but PB still automates a lot of the work.

Cuda + GPU causes error in baking

Hi

I am not sure if this is supposed to be supported but selecting Cuda + GPU for cycles causes error in baking:

Runtime Error Cuda Error...

Progress Bar

Is it possible to add a progress bar like how it does when you do it manually?

Light baking

Would be possible to add direct/indirect light baking ?

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