is it possible to bake textures with HDR light?
when i have hdri enabled my baked textures look weird! they get the environment color… But when i remove the hdri and use blender lights, they look fine…
is it possible to bake textures with HDR light?
when i have hdri enabled my baked textures look weird! they get the environment color… But when i remove the hdri and use blender lights, they look fine…
Seriously?
This is all the information you provide to diagnose the problem?
Well, if I understand it correctly, I would recommend trying not to use them in shaders that receive light - if you plug it in to color of a shader then the baked information is used as a reflectance map in a shader that is rendered, while the baked map is actually the complete result of the render. It could be used with emission shaders, or you could just bake some passes and then render other components for example bake diffuse only and then use the glossy component produced while rendering.
ah! i wish i had saved a screenshot! but basically i have a floor in my scene with concrete texture! and my hdri is a blue sky with bunch of buildings! I create a 32bit texture for baking bu t the weird thing is that when i bake the texture my whole floor looks blue (just like the sky) and when i turn on the transparent option for Film my baked texture looks black!
Are you using the texture pluged in to emission shader after you bake it?
yes sir! please let me know if there is a better workflow as well… but with emission shader my question still remains about open gl and actual render view mode 
It depends. There are many ways to use baked textures. Why don’t we start from the beginning. Why don’t you tell us a bit about what you are doing and why and what your goals are and why and what you already tried, where you failed and so on…? I mean a bit of context… There are plenty of people here willing to help if you take a minute to provide the information needed for them to understand you. They are all silently reading and waiting for it. ![]()
If its 32 bit baked texture used as emission it should be identical to what you get from a render. If you shared the blend file, I can have a look and try to figure out what is going on.
If it’s 8 bit texture, it will have color management transforms applied in it so it will show differently.
awesome so this is whats going on:
I am creating this “Perspective” effect! so when the camera moves the text and effects reveals itself:
Now that i have dynamic sky as my environment the floor textures seems like to be baked nicely but when i use hdri lightning this happen:
The floor looks really brown and weird! ( i use 32 bit)
So i am trying to animate this scene with a little bit of camera movement and depth of field!
Please let me know what you think would be the best workflow! I have also attached my blend file ![]()
*Also my color management is set to default so either 32bit or 8bit shouldn’t give me different results…?
Best,
thank you
but that’s exactly what i have been doing
I am cleaning up my blend file and i will try to bake again and see what happens… also for animating is it the best to use emission shader for baked texture and use open gl render animation option?
I really dont have any time at the moment to have a better look, but it seems there is something wrong in the file. I would try to keep it more simple. The shaders seem to have too much complexity for the result. There are so many things going on in the World node tree… I think it might be possible to atchieve the same result with a lot less complexity possibly avoiding the problem as well. I would try troubleshooting with a fresh file testing a simple scene and seeing what is different from what works. Maybe someone else is going to have a better look at the file.
thank you! i am attaching a new, fresh file! i tried everything again but the baked texture looks way different than what i see in my viewport! here are the new images:
In your previous file the normals of the plane are inverted. You should use Add> Input > UV Map node to choose the UV map for specific textures as well. That might fix baking. But these are not the only problems in the file.
yes! please use the new blender file… i solved many issues i found in this new one 
omg!! u r right! i didn’t notice my floor normal! maybe that helps!! let me try 
you rock!
Sir! You Rock!!! that was the issue… i feel so dumb for missing that lol!
thank you so much 
I am glad it helped. It might be a good idea to tidy the scene a bit though.
You have weird stuff going on like this for example:
Well, on the other hand who am I to judge?.. I do a lot worse myself from time to time. ![]()
Hi!
I am back again ![]()
So the floor problem is gone but now my question is this:
How can i bake the walls since my walls have two different materials (one for concrete texture and one for leaf art thing on top of the concrete).
My wall is one object but it has two different materials and two different uv maps! and one of those two materials uses both uv maps ( in order to put the leaf texture on top of the concrete texture)
Thank you for all the help ![]()
i believe that it is not my blend file o.O i don’t have separate RGB node in my node setup!