Everytime i try to bake this, using the principled BSDF the texture just comes out with errors and a lot darker, and when i dont use it, it just comes out black.
Most of my bakes use no external light (not even World) and an Emission node, no Principled BSDF node. So yes, itâs possible. Not saying that Emission is the way to go for what youâre doing with the Light Paths though, and I canât tell whatâs causing your problem.
As Secrop notes above, thatâs not the only issue. What have you done about the rest of it?
More info (including the oft-mentioned please post the blend file, or a version of it that has the problem and has been truncated to get under the forumâs 5k limit) could be helpful. As a new user your ability to upload files here is restricted (you could use an outside service and link here), but now that youâve posted a few times you might be able to do it.
Ok im going to leave the blender file here. The file as a lot of things because ive been experimenting a lot lately to get this to work but yea. Thank you by the way.
Itâs puzzling to me how people can talk about baking without discussing the goal of it. âBakingâ is just saving something to a texture. âŚor not even a texture. Just basically saving some per-computed data. It can be done to store geometry details, various light information, surface properties, procedural textures, to remap textures to different UV maps and for other purposes. Without the context, nobody knows what anybody is talking about. But that doesnât seem to bother anyone here.
âŚand i did not search all the objects ( Circel, Cube, Cube.001.. ..Cube.008, potato.001.. ..potato.004 ) to find the material with the shader you showedâŚ
If you want help⌠you should make it easy for potential helpers to help you⌠saves a lot of time for everyoneâŚ
Yes, and OP said that the file had some experiments⌠But my first post (about the nodetree) is still part of the answer.
And the problem in this thread ( â[âŚ] it just comes out black.â) is caused by flipped normals, which logically are very important to sample direct/indirect illumination (samples were just being thrown inside the object).
First of all im sorry for not organizing the blender file⌠im so stressed with this that i didnt even think of doing that. And thanks a lot to all the people that responded, as you all can see im a bit new to blender so yea thank you all for helping.
So the problem with the colors is fixed! but now the texture is all bugged out, i think that this can be because of the normals? but i dont really know how to fix this
Using solidify modifier gives you geometry⌠but no UVâs at the new edges⌠you have to apply the modifer and unwrap the edge to get a vomplet unwrapped object⌠so you also get different UVâs for the inner and outer part.
Well⌠you might have to unwrap the newly solidifierd bowl⌠a bit mote suited ⌠?? The outer part could almost like before then add the new edge and the upper part of the inner part⌠the part âin the soupâ may not need any big UV islands at allâŚ
After applying the solidfy modifier⌠the UVs the outer part overalps and should be moved; the "unseen: could be sacled to very smal ⌠the bowl edge is flat and should be properly unwrappedâŚ