![]() ![]() These here are the minimum steps to bake the color of a cycles material to a texture (I'm using a diffuse pass here). When set to metallic, it too will be a pure black diffuse pass. The interesting one is the Principled shader. ![]() If you have an emissive materiel, you will need to use (no surprise here) an Emit pass. For these you need to bake a Glossy pass set to Color. However the Anisotropic BSDF, Glass BSDF, Glossy BSDF, Hair BSDF, and Velvet BSDF shaders will all output a pure black Diffuse pass. If you are using a Diffused BSDF, Principled BSDF (non metallic), and Toon BSDF shader then bake a Diffuse pass set to Color. You might have to bake a Diffuse pass, a Glossy pass, or an Emission pass (those are the three most common passes, but there are 11 total passes). Well what pass holds the color data? That depends on how your material is set up. Specifically the color data from the material. You will have to Bake the material before you can use it in unity.
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