Hello. I am trying to bake the procedural texture with wave textures and noise texture. After baking, the black mortar produced by the wave texture becomes thicker. Is it caused by any wrong setting?
I’m not sure if i understand your setup (and will not recreate it by myself) because every factor in your multiply mix are 1.0 so you always choose the B input slot… so this goes back to the bottom noise node using generated coord.
…also your colorramps are … !? only white… ??
I’m not very experienced with Blender so some settings may be strange
I think the multiply mix is just like the multiply in blend mode of Photoshop and its alpha is like opacity, so it is ok if the color is good…? (Please correct me if I’m wrong!)
For the colorramp, it is not just white. Black is in pos 0 and white is in pos 0.001, and this is how I create the mortar by the wave texture and colorramp.
Ahh yes now i see multiply… and for the colorramp i might have use a less than node with 0.001 (greater ?? i always have to check )…
But as i said: it might be easier to have a look at the blend file. Weirdly enough for the upper part it works; but also not for the one with the normal up… maybe some unapplied scales if this are two objects, some UV overlaps. IDK
Ok so I have attached the blend file! The upper part uses the brick texture and it is baked correctly. Only the material using wave texture has baking problems.
…so even if checking this in 3.6, i do not know how you made the upper part of your first image…
the upper is the concrete mat and the lower the tile mat… so you maye have to alter one of it to match the borderedge or split the object to match it and have to back too maps and combine them…
Omg after looking at your screenshot I find that the material looks different in different viewport shading (material preview & shading) When I change the wave profile of the wave texture from sine to triangle it looks the same in both viewport. Now I can bake it perfectly! And after separating objects by material the baking result is really much better.
Ohh yes material preview is a much more simpler version than rendered… otherwise when they are the same there would be no need to have such different viewport shadings names…