Anybody know how to add a baked texture to a mix shader, so that it can be displayed correctly?

I baked several maps, color, roughness, normals metallic etc on this particular mix shader, the color you see on top is what i want, but it doesnt display like this when i add all the different texture maps, this bothers me a lot because, on a principled BSDF i can just plug the textures in without any issues, any thoughts on this topic?

Post moved to #support:materials-and-textures

Welcome…,
You used a new shader (Principaled BSDF) on the ride side in the shader editor but didn’t connect it to the Material Output. So you don’t want to use the Mixed (two) Diffuse BSDF shaders from the left side?

Hi! Hope you are well

What I want to do is to add a baked texture to the mix shader, so it can display the texture that you can see on top.

I havent tried to add a *glossy texture yet to the mix shader, but it leaves me confused, as there are three different slots and whereas two of them have two glossy shaders attached, I dont see how to add baked textures onto a mix shader as the mix shader is there to combine shaders to make unique texture… But on a principled BSDF its simple enough to add the baked texture to the corresponding slot for the same result

Hi! Hope you are well

What I want to do is to add a baked texture to the mix shader, so it can display the texture that you can see on top.

I havent tried to add a *glossy texture yet to the mix shader, but it leaves me confused, as there are three different slots and whereas two of them have two glossy shaders attached, I dont see how to add baked textures onto a mix shader as the mix shader is there to combine shaders to make unique texture… But on a principled BSDF its simple enough to add the baked texture to the corresponding slot for the same result

First: in your image the setup is barely visible !
If your left setup is what you baked into different maps and you connected those to the new Principled BSDF you can’t see them because:

If you wanna mix this shader with the original shader (? why should you?) then you have to mix this again with a Mix Shader.

I cannot get a clearer definition on the image as then you cannot possible see the whole scenario.

No, I already know that, but when I do as you say, I dont get the look you see there, but im not able to know what texture map I can use with the principled BSDF, because clearly I cant put a mix shader with a baked texture map onto it, I was speculating the glossy material baking texture could do the trick, but it only gives me a diffuse one… I read somewhere a emision and a diffuse shader would create the look of a glossy shader, but I havent tried that yet.

I also tried to put the texture maps on the mix shader… but it doesnt work as mentioned

Here comes images im talking about:

IDK what’s going on here, pink usually means no image found:

  • the first one shouldn’t show pink at all because there is no image connected
  • the second one seems to be pure albedo , meaning using emmission, but that’s not connected

Didn’t you saved the baked images?? (and again barely visible, too smalll, node to narrow, connections overcrossing).

Yes the two glossy shaders use different colors an one is controled by a normal both are controled with a FACtor… (If this confuses you you don’t seem to made it??)

Last time: If you want to bake the result of the shader setup to bake it into images. Then you abandon the old shader a use a simple image texture setup.

Also: textures aren’t mixed with mix shader, shaders are, for mixing color use color mix…

It seems to be you don’t know what you are doing at all??

I followed a tutorial for this setup of mixed shaders.

I can see from your explanations:

to abandon the mixed shader completly, then add a principled BSDF,

but then here comes the problem… baking the mixed shaders, it needs to be glossy, I dont really know what is corresponding to this in terms of texture maps, would an emission as you mentioned and diffuse give the same patterns and shading results?

Becuase glossy baking seems inefficient in itself.

Or should one aim for a combined baked texture instead?

I’ll try it out, but have you baked textures in this kind of way?

Image 1

This is the whole setup for this shader

What is the point of baking here? Do you need to export these textures somewhere or do you just want to bake procedural stuff to reduce computation time?

This would define which setup you would use and which maps you actually need.

PS. Also as I understand Gloss is just inverted Roughness.

Hi, I want to bake this mostly for computation reasons, so it doesnt get laggy within a scene etc, but also to be able to export it into a game engine or perhaps another program to stay true to its look if possible. So if there was a way to go upon this, it would be a huge milestone.

This model already has two other material slots which are based on principled BSDF and these are no issues at all, using the right texture map for the corresponding slot.

But are there ways to bake the mix shader and to get both the texture look and the glossiness and then how to apply them to get the same result?

So you baked diffuse, normal and roughness (like gloss but inverted) and plugged them into Principled BSDF.
What is the difference between the result and the procedural? Can you attach image of both so we can see the issue?

Yes certainly! First off, here is the baked texture maps that is being used.
Different maps

Here is the Procedural outcome, the look and pattern wanted.

This is the baked texture outcome, it looks nothing to the procedural one, it also turned purple before, so I had to add the textures back in again.

Why does the same spear material Spear3 in Slot 3 does have first an procedural shader using noise etc. and then an image texture controled Principled BSDF shader ???