Highpoly mesh with rather complex procedural material.
UV-unwrapped lowpoly version of this mesh. Lowpoly.
And i need to bake material diffuse color from highpoly mesh to lowpoly with help of xNormal.
I export highpoly mesh in *.obj format with *mtl file for material. But i found out that xNormal can not recognize *.mtl material so i can not bake diffuse texture.
So, is there any way to export highpoly model with procedural material so that xNormal recognize color information and i can bake it properly? May be if i export in 3ds, xNormal can recognize color information?
May be problem in blender *.obj exporter, which can not export procedural material from Cycles?
You would have to bake the procedural material to an image texture (Render / Bake panel)
The .obj exporter works with Blender Render materials not Cycles materials
And i need to bake material diffuse color from highpoly mesh to lowpoly with help of xNormal.
Or you could do this in blender itself
Many thanks Richard Marklew! You saved a lot of my time. I never know that blender exporter unable to export Cycles procedural materials. How many time i would waste trying to figure out what is wrong. By the way, do they plan to add support for *.mtl export in Cycles?
I tried to bake in Cycles. Test scene with two cylinders (LP with UV, and HP with procedural material) and a cage works fine. But when i try to bake my scene, texture just become black. Settings all the same. I wonder if problem can be caused by material itself.
Here is test scene.baking-test-scene.blend (542 KB) Diffuse texture bakes fine. I copy settings to my scene and diffuse texture is baked as black contours of UV.
Thank you for answer. I do some research and it seems that a file or a scene itself, or may be render settings cause the problem.
I delete everything from my work file and created two test cylinders. And they also can not be baked properly.
Here is *.blend file baking-fail-problem.blend (707 KB)
Are you sure you want to bake “Diffuse Direct”? I assume you rather want to bake “Diffuse Color”, no?
“Diffuse Direct” is a lighting pass - and with no light sources in your scene, it will of course be black.
OMG. I can’t believe i have not noticed it. Sure i want to bake diffuse color not diffuse direct. Thank you very much. Hm, but it also end up wih black texture. Strange.
it seems problem is in material itself.
I bake diffuse texture of test cylinder with simple material in work scene and it bake fine. Then i apply my material to test cylinder ad it bakes completely black.
Even more strange - when i unplug all nodes from material and try to bake it only with simple grey diffuse, it is black.
P.S. I deleted one of diffuse shaders and add it again ang suddenly texture baked fine. It was some bug i believe