Texture Baking doesn't cover the whole model?

I’m trying to bake a texture for a house model I made with procedural textures, but when I press ‘bake’, the resulting texture isn’t complete, and is also strangely dark.




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Does anyone have a solution to this?

You are baking the diffuse color, but are your materials diffuse? If you have other non-diffuse components (like glossy parts), those won’t react to a diffuse bake.

If you want a fail-proof way of baking any part of a shader, plug whatever you are trying to bake directly into the material output, then do an emission bake. Ex. in this case, you would take whatever you are using as color in your materials and temporarily plug that into the material output node. This can be used to completely bypass your material and bake the exact output of any wire, no matter what it looks like or how it would be used.

I have one texture that uses a glass bsdf, but even after removing that texture, the bake was still incomplete.

I see you are using “selected to active” in your screenshot. Is there any reason for it? You usually wouldn’t use that when baking a material, only when transferring detail between 2 models.

If you have a procedural material and want to bake it to a single texture, you usually would use only one mesh and would bake directly on it.


Okay, so unchecking “selected to active” significantly improved the baking, but its still dark.

It doesn’t look like a uniform darkness, some parts of the texture look correct. It’s more like some of the procedural patterns aren’t baking properly.

It’s a bit hard to tell what’s going on without the file. Would you be willing to upload it, or should the project not be spread online?

Sorry for the late response, but here’s the file.

On my side, the non-baked version is full of holes caused by alpha transparency. Is this the intended look?

non-baked

Alpha transparency doesn’t bake to texture.

To get something that looks like your images, I have to unplug the wire going into the alpha slot and instead make it go into the factor of the mix shader.

Well doing that myself, that actually fixed most of my issues when baking! Only thing left is the quality of the bake. Do I just need to turn up my maximum samples?

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(These are the settings I’m currently using for the bake)

I would turn off noise threshold and de-noising altogether, you do not need them unless you are baking lighting. The difuse colour should bake fine with 5 samples, de-noising would only bur things.

When baking a texture, samples don’t matter. They would only matter if you were baking lighting or ambient occlusion.

Blender’s baking system doesn’t support anti-aliasing, so you can’t get better quality by increasing the samples, 1 will give the same quality as 100. The only way to get more quality out of your bake is to increase the resolution of the image receiving the bake.

Don’t expect a miracle though, you are using procedural textures, which have unlimited detail and are trying to reduce that to a texture with finite resolution. Some loss of quality is unavoidable if you do that.

This can be a problem when texturing a large object like a building. Will this building need to be seen up close in its final use? Because if the answer is yes, there is no way you could ever get enough resolution using baked textures. You would be better using tiling image textures in that situation.

Well these are going to be low-poly buildings seen from afar, so the texture I got should probably be good.