This video was so helpful to finally understand how this thickness/light transmittance is simulated. Thank you so much! Also, this sort of baking is so helpful for video game programming. Nice insight into some professional work here.
@wevertonealves6 жыл бұрын
Hey nice tutorial , but the ticknnes map normaly is used to control the radios , like what areas you more and what areas you have less sss , when you apply this in base color it works more like saturation color and not behave of sss , anyways in your looks good so that is what metters! Congrats
@HappyDogRanchProductions6 жыл бұрын
Thank you so much for taking the time to share this. This a very helpful and useful map baking technique!
@IshBosamiya6 жыл бұрын
Nice!!! This map can be used to drive the subsurface scattering, as a mask for what parts there should be more subsurface scattering.
@Tecboy086 жыл бұрын
Wow @ first I was like, wtf is he doin? But I watched till the end, now I understand how to detail my models with translucency & the purpose of what baking is for. Thanks for sharing this!!! 👍
@gnightrow40206 жыл бұрын
I didn't realize thickness maps exist until now, I would Love to see more examples !
@RicoCilliers6 жыл бұрын
Thickness maps are actually fairly widely used, especially in game engines or realtime engines like Eevee. Think of things like plants, wax candles, creatures, humans, etc. You can even use them on metallic objects, for example if you want some wear and tear and scratches, you can apply them using a thickness map. I'll see if I can make some more examples available.
@danylbekhoucha61806 жыл бұрын
You can watch Substance Painter tutorials they often bake this map.
@eclairesrhapsodos5496Күн бұрын
Is there any difference to pointiness? Like I would personally use pointiness instead for geometry or just simply bake normal map, but AO I guess is could be used for subsurface things only.
@DavidVVvvhr5 жыл бұрын
amazing model
@AZSDXC89545 жыл бұрын
this video helped me out a lot
@pheenixani2 жыл бұрын
Can I use this to make an alpha for feathers? I need to make a bird with a ruff around his neck 😅
@virginijasileikiene19896 жыл бұрын
Really useful. Thanks!
@eritumakafakafo30082 жыл бұрын
is it possible to bake think hp on thick low poly model?
@tedk69546 жыл бұрын
Can you also bake down specular and gloss from procedural materials ?
@RicoCilliers6 жыл бұрын
definitely, just use the same process I used here, just plug the nodes you want to bake into the emmission node like I did with the thickness node. You can bake pretty much any node this way :)
@WindBendsSteel6 жыл бұрын
Is there a way to get the thickness in actual space units? Like millimeters for instance
@luochuanyuewu5 жыл бұрын
Save my day. thanks!
@brandonkish31006 жыл бұрын
Question: Can you explain how to do this for a mesh that has several different UV maps? I have a character that has a UV map for his head, then his torso, etc. Is there a way to bake each map separately? I would think you would have to use the full mesh even when baking the individual textures since some of the geometry from different areas can affect the results for a texture. Thank you for this. I have been having a hard time finding a way to generate a decent thickness map.
@RomboutVersluijs3 жыл бұрын
How is this better vs Subsurfscatter setting in the Princebled BSDF shader. Is this to have better control?
@SupaKoopaTroopa642 жыл бұрын
It's more useful in Cycles. If you use random walk SSS, and your sub surface radius is higher than the thickness of your mesh at that point, you will get discoloration artifacts. You should multiply your SSS radius by the depth map (maybe after running it through a map range node to map it between ~0.1 to 1) to avoid this.
@Pr3DaToR154 жыл бұрын
When i clikc "Inside" the mesh turns black.
@cartoonfive5 жыл бұрын
Nice trick. Could come in handy when faking SSS in Fusion.
@metalstaff5 жыл бұрын
Thanx!
@JONSEY1016 жыл бұрын
Would it not be a better idea to name this an SSS ( Sub Surface Scattering ) map? If you name it something different to what others use then people might get confused. Great tututorial.
@RicoCilliers6 жыл бұрын
I could, but I've noticed it's usually called a thickness map, in xNormal and SubstancePainter, as it's technically not only used for SSS effects,but for anything thickness related, so transparency, refraction, wear, damage, etc.
@dzulrashdi66894 жыл бұрын
Also know as single scatter map
@harrysanders8186 жыл бұрын
Thats a great model! A little bit of Anthony Hopkins in there ? :D:P
@RicoCilliers6 жыл бұрын
thanks! I might have subconsciously added a bit of him in there. He's a phenomenal actor.
@blenderratt36926 жыл бұрын
Thx for the tutorial. Would this work in 2.79?
@RicoCilliers6 жыл бұрын
Unfortunately this particular method only works in 2.8, but there are other ways to do it in 2.79 perhaps you could search a bit there might be a tutorial out there...
@blenderratt36926 жыл бұрын
thx.
@Lluc3D6 жыл бұрын
yes you can do it in 2.79, but you will need to download the development branch in blender downloads (last build for 2.79x series...)
@knessing76816 жыл бұрын
So is the thickness map reacting dynamically to the lighting (to different lighting conditions) ? or does it react to all lighting conditions the same way ?
@RicoCilliers6 жыл бұрын
Its ultimately just a mask, so it can be used with any shader to react with light in many different ways. Commonly used to just tell the model where to put more or less SSS scattering.
@malekmahadeen62595 жыл бұрын
ty
@Zammaany6 жыл бұрын
Interesting stuff
@WARDISWARD5 жыл бұрын
shouldn't your low res mesh be a lil bit bigger (scaledd ) then you high res for baking ? There are obviously vertices of your high res. sticking through your low res mesh
@RicoCilliers5 жыл бұрын
Not really necessary for organic characters, only in some cases and hard surface edges etc :) In this case, as long as the verts are reasonably close to the highpoly surface, blender casts a ray along each vertex normal in the direction of the highpoly mesh, even when the vertex is below the surface, provided the distance and bias settings are correct in the baking settings, problems do occur when the lowpoly mesh vertices are too far above or below from the highpoly surface, in such cases you will have clipping issues or distortion
@sams_3d_stuff6 жыл бұрын
Aweosome
@jamesprakashjc6 жыл бұрын
Nice.
@NiranjanRaghu6 жыл бұрын
Oh, man, I've been looking for this for a really long time. Thanks a lot, dude! Gonna check if there's a way to cheat this in 2.79!
@RicoCilliers6 жыл бұрын
No worries man. :) I believe you can do it in 2.79 by inverting the normals of the objects and baking an AO pass, but I haven't tried it
@UncleBurrito156 жыл бұрын
You should download the 2.79 experimental blender build and not the eevee one and you will get the same 2.79 but with many more spicy changes and fixes.
@maxo77985 жыл бұрын
how did you bake high poly detail to low poly mesh ?
@ScifiSiShredaholic6 жыл бұрын
It's not inverting the AO, it's inverting the normals of the mesh... Also, looks like baking in 2.8 is borked at the moment :(
@WingmanArt5 жыл бұрын
Oh... I have seen you in the Fb group
@premiero6 жыл бұрын
I guess it might be flipping faces normals
@RicoCilliers6 жыл бұрын
True. I believe in 2.79 you had to do it manually, or bake in xNormal. Now we have it in a nice easy-to-use node.
@RomboutVersluijs3 жыл бұрын
Still dont get why this baking is so terribly slow, i mean even with low samples 16 or so and render tiles set to same as image, its still kinda slow
@RomboutVersluijs3 жыл бұрын
Kinda weird you select the emit node when there is no emit node in there?!
@RomboutVersluijs3 жыл бұрын
Ow i thought it was mainly used to control the subsurfscatter more controlled. But this is also nice. So you can color thinner parts easier
@zackrobat6 жыл бұрын
Great video! It's nice to see these advanced topics covered by people who deeply understand the features and workflow. Constructive criticism: please don't grab windows and move them rapidly in circles. It's distracting and I can't see the thing you're moving while you move it. Likewise, please don't take the mouse and move it rapidly around in circles when you're not grabbing anything. All of those "rapid circling" motions take away from the clarity and enjoyability of the video. I understand that you want to bring the viewer's attention to the location of the mouse or the particular window you're talking about. But you should use a better technique. Perhaps configure your OS to make your mouse bigger. Or really, just don't do anything, but move the mouse to where you want the viewer's attention. We all know to follow the mouse with our eyes already, so you don't need to do anything else to direct our attention to it. Thanks for the great 2.8 video! Keep up the great work!
@RicoCilliers6 жыл бұрын
glad you find it useful! and thanks for the critique. :)
@oby14 жыл бұрын
hehe- afrikaans
@waltage2 жыл бұрын
it's not a thickness - it's inverted AO- report for misleading text
@RicoCilliers2 жыл бұрын
heh. It's definitely not inverted AO. go ahead and bake one and invert it. then compare it to an AO map. you will see they are not the same.
@waltage2 жыл бұрын
@@RicoCilliers just bake woman figure. lol
@karamdeepsingh23672 жыл бұрын
Good video but your accent is so damn hard to understand