I’m a long-time Blender user, but new to baking with Cycles. Did a lot of BI baking before and trying to get the hang of it. I’'ve built a fully UV-mapped model for a game mod, and I’m trying to bake a texture map. I thought my setup was correct (matches all the tutorials I can find), but something ain’t right.
Every time I click the ‘Bake’ button under Cycles, Blender crashes/closes. Just Boom.
I had no luck getting multiple materials to work on the single model, so I broke up the mesh and and trying to bake one material at a time. All the materials are just Color => Shader => Output, plus an unconnected Image Texture with the bake-to image in the slot. I’ve tried a lot of combinations, but nothing stops the crashing. It’s as if the ‘Bake’ button were a mislabeled ‘instant Blender shutdown’ button.
I don’t expect anyone to know exactly why this is happening, but I’d appreciate some leads. Any ideas? Thanks.
I had it set on CPU, but switching to GPU had almost no effect. I say ‘almost’, because I got the Windows ‘Blender has stopped’ window as it went down, rather than just ‘boom-gone’. In flipping switches and so forth, I actually did get the bake to render -once- but then Blender immediately crashed as soon as it showed in the Image Editor (about 1 second). Then it went back to just closing.
Blender 2.75a (64-bit)
Intel i5-4690 CPU (Devil’s Canyon)
nVidia GeForce GTX 970
Windows 7 Pro 64-bit (SP1, Build 7601)
16 GB RAM
Blender file, with single object and all other resources deleted. Push ‘Bake’ (for either ‘Combined’ or AO), still bombs:
I’m having almost the same problem every time i try to render with the settings i want (quicktime movie, AAC audio and save to desktop)it crashes and pops up with a window that says blender quit unexpectedly.
Thanks for the example, but I’m confused: you mean the Image Texture node needs to stay selected during the bake? That reminds me of Blender 2.4…
Also, your example screen has a much more complicated material node – why? I’m trying to figure out why my very basic nodes won’t work. Surely they don’t need to be changed as drastically as that.
And, your Material has no unconnected Image Texture node, which seems to be crucial to this workflow. Please let me know if that’s not true.
BTW, I have been able to get a very similar setup to work correctly, with the default cube subsurfed, unwrapped, and using a similar Material. No crashes.
This is baked result of AO and Combined pass bakes what you see working in image. Material itself is just Emission BSDF set to value 1 - shadeless material.
For the baking, your setup was used, only exception - Tangent node added; AFAIK it’s intended setup of Anisotropic material.
Yep, it might be 2.4 times still around, but selecting not connected image texture node is how Cycles baking works - http://blender.stackexchange.com/questions/13508/how-do-i-bake-a-texture-using-cycles-bake
Further experimentation has suggested that I have something wrong with my object mesh. Otherwise, why would a scene that does a Cycles bake with no problem start crashing-on-bake after my Object was Appended? I did Cleanup on the object already, just to see if that fixed it. It didn’t.