Hello! I have a sphere that is the outer shell of the eyeball. How do I properly bake this into a texture to export this model to a game engine, for example?
Welcome,
hmm i’m actually don’t understand your question. That shader setup isn’t the one you are using and the use of shaders in any other render/game engine depends on that system…
I tried to bake a texture with bake type “Transmission”, but when the model was further exported in fbx format, the texture was connect to alpha (in Principled BSDF). What is this bake type used for?
Hi! What exactly are you trying to bake?
The outer shell seems to have just that one Roughness texture, you should be able to use it (almost) the same way in your engine of choice, so… what else there to bake?
Hello! I need to bake information about the transparency of this sphere. (transmission)
I think Transmission baking will work if you check only Color checkbox in Bake options.
That said, it only makes sense if this outer shell mesh shares material and textures with some other mesh (in your target engine, that is), since in this case transparency info is just a single pure white color.
Again you may share the info about you shader setup because: What do you want to bake?? If the eye has just a glossy shader then in any export there only will be some glossy settings which will be used by the importing engine or not… it depends…
I made the eye according to this video: https://www.youtube.com/watch?v=E0JyyWeptSA
The result is two objects: the eye itself and an external transparent sphere. The material of the outer sphere is represented by only one Principled BSDF which has roughness=0.029, transmission=1. I baked roughness, I need to bake transmission if it’s possible. I don’t understand how to do this.
And which type of baking is better? Transmission or diffuse?
The transmission parameter of the Principled BSDF shader from blender may be a different value in a different engine… you already have your map… you need to setup a new shader in the different engine according to that documentation… ( and maybe learn a bit more about the basics; it seems you just heard something someoen have to do and now you wanna do it even if you don’t need it …)
Thanks a lot, got it. I’m just a beginner. I thought that all the important parameters of the material should be baked into textures in order to export the model to third-party programs. Do I understand correctly if I also put the model in the Web in the format .fbx, the one who downloads this model will have to adjust the transparency himself?
This is not a correct question, I think.
“Better” is the type you need for a particular purpose.
And in this case there’s no need at all to bake transmission - it’s just a single value assigned to the whole material.
I don’t know much about import/export practices, but I’m assuming that, yes, when you import a model into a different software, you’d need to re-make materials since they can be very different between engines as @Okidoki points out.
Could be wrong.
Thank you so much!