I know this is a dumb question, but I’m still learning from you guys I’m working with a scene that has a Voronoi texture node on a material. It’s an animation, and unfortunately, the Voronoi texture has doubled the render time per frame. This is obviously not ideal. I can’t seem to bake it, because it’s not an image texture. What’s the standard solution to this problem that you guys use? Thanks for any input!
Yes, I just did it yesterday for a baseball’s leather bumpmap in 2.80.
If you’re still having trouble post a more detailed description, pics, the blend – will try to help out. Quick question – did you make a blank image texture for it to bake to, and include an Image Texture Node referencing it in the material?
Edited to add a couple of screenshots of mine – very simple because I was just getting a grayscale image for a bumpmap, I put it on a standard UV grid (you can wipe out the original image or just paste over it). Pay careful attention to the bake settings, if you just want the surface color of your texture (without any lighting influence, since you’re going to put this on a lit object) you want a Bake Type of Diffuse Only and kill the Direct and Indirect Influence buttons, you only need color for that. That’s the limit of my Blender Baking experience, if this doesn’t help hopefully somebody with more chops’ll jump in.
- Create a second UV-map, like “UVbake”, for your object and make it active (i.e. just click on it)
- In the UV editor create a new blank image and call it something like “Image2bebaked2”
- In the node setups of ALL materials, you want included in your new to be baked texture include a single, non-connected image texture node and set it to “Image2bebaked2” from step 2
- Bake
- Save “Image2bebaked2” and make it your new texture
Thanks for the help, guys! I didn’t think to make a blank image texture.