I’m trying to bake in blender 4.3 but it keeps turning black.
Normally the method is make a new image node, make new image, make sure the node is selected in ever material, set bake to diffuse, uncheck direct and indirect, position uvs in new uv map and bake.
But the problem is unlike older versions selecting image nodes in shading changes it to the new texture making it black. No matter what I tried, making a new material and making that the output by selecting it. I tried different bake modes. NOTHING is working
I never experienced this in 4.2.
I wasn’t a fan of 4.3 since the beginning due to how much they changed and even removed useful tools but the fact baking is broken in this version blows my mind
Show us your Material nodes, and how your object is setup…
I haven’t fully tested 4.3 baking, but so far it has worked… At least for simple stuff, as color baking.
It’s the same cause it was after I baked. For some reason when I select the image node it automatically applies the texture so when I click the one for output it puts the black texture on it so when I bake it’s black.
But the other mesh sometimes works and the rest gets cut off and you can see where it’s black. like a light or something
I realized I didnt properly answer your last question
Im baking a new texture so I can edit some parts on the model because the uv’s will end up replacing each other since they’re on top. So im baking them all into one to make it easier. the fact failure and the body match its because the screenshot was taken after one of my recent attempts.
Make sure the UVmaps are correctly assign, and the active one is what you want.
Check for circular dependencies, and remove them.
Make sure all the original textures have been saved to disk. If they are ‘dirty’, they most likely won’t get to the bake.
If you’re baking from one UVmap to another, make sure you have all textures with the correct UVmap (with the UVmap node).
I’ve been baking stuff, for more than a month in 4.3 and never had any problem.
If you still have a problem, post your blend file.
Also doesnt help that when I click my image node it automatically applies the texture so its baking the black texture instead of the body. I think that may have something to do with it too.
But to make the uv maps assigned do I actually need to click the assign button? Cause I never did that before in older versions.
It just automatically applies the texture thats in the image node so when I click the one I want to bake it applies the black texture instead and replaces the body and it comes out black
I’m not following completely…
‘Assign button’?, ‘automatically applies the texture’? What are you really doing?
For baking from one UV (UV-A) to another (UV-B), here’s what you need:
In the material, all textures images that are from UV-A need to have a UVMap node, set to UV-A.
The Image for the bake output, and textures for UV-B, don’t require it, but the UV-B must be the active one (with the white camera).
That’s just to set materials (not textures) to specific selections of your mesh, when you’re in Edit mode (an object can have multiple materials, each assigned to some faces).
It has nothing to do with baking, thought when you want to bake multiple materials to a final texture, you need to have an Image Texture node referencing the final texture in all materials. If not, the materials without it won’t bake.
What more can you tells us about your setup and process?
don’t be shy… we’re trying to help you, and you keep hiding everything from us
I’m not hiding anything…I showed the screenshots already. I don’t know what you want from me.
I make the image texture node referencing the final texture already. I said this several times already from the main post to replies. I know the process of baking. The problem is it keeps coming out black and when I click the final reference texture node cause again that’s part of the process it replaces the body with the blank final texture with nothing on it. I didn’t click apply or anything, it’s not even assigned. I just click the node because it needs to be selected BEFORE baking and it automatically applies the material itself.
That’s all I got. I showed you everything and explained what’s going on and shared all that I know.
You showed us three cropped screenshots, and a mixed-words soup. None of that can clarify the situation you’re facing. We haven’t seen UVmaps, material setups, object types, exactly which Blender version (just 4.3 is not enough), which OS… Nothing that would help us help you, at all!
And this is what’s also happening in the your bug report, as nobody can confirm, nobody can reproduce the problem, and you already “lost” the .blend file (as you say in blender.org)!
Well things were worked out. Sum it up I asked ptejack on steam, he took a look and I asked him to try baking. Turns out he got the same results. Even he questioned what they did to blender in this update
I thought I hit a dead end since 4.3 was the only stable version. Even if I got old versions to work I already made progress in 4.3 and can’t downgrade. But by some miracle (and as far as I could tell so far) a version of 4.2 I downloaded was actually STABLE and not crashing. But the problem was still the models but thanks to Jack again I could just export them as Fbx files and all my work would still be on it!
So if this version of 4.2 turns out to be unstable I could just do the work in 4.3. I can actually bake my materials in 4.2 so I got 4.2 and if it crashes I got a plan B.
So despite 4.3 being a piece of garbage in the end I found a way around it.