I'm not going to lie. Out of all of the videos I've seen, yours was the best one. Very clear and direct without missing any steps. Thank you for this amazing video.
@UnrealMatter Жыл бұрын
Thank you so much, it means a lot to me when my viewers like the content. :)
@Azaa-c1r10 ай бұрын
dude ive been trying to find ao mapping tutorials and all others were BS. thank you for making a legit tutorial with straight forward steps
@UnrealMatter10 ай бұрын
Thank you so much for your comment :) I really like to see when people are happy with the tutorials
@Azaa-c1r10 ай бұрын
@@UnrealMatter no problem dude , your a freaking life saver
@KuroyzaАй бұрын
Perfect ♥Just what I was looking for, thanks
@UnrealMatterАй бұрын
@@Kuroyza You're welcome! And thank you so much for watching :)
@queworldwow6262 Жыл бұрын
Thank you so much! Finally I can understand how and for what they're made
@UnrealMatter Жыл бұрын
You're welcome my friend :)
@taddidio32152 жыл бұрын
Great tutorial, fast and to the point
@UnrealMatter2 жыл бұрын
Thank you
@HipBlooD5 ай бұрын
Great Tutorial and exactly what i was looking for. Thank you!
@UnrealMatter5 ай бұрын
You're welcome! :)
@cesarlorenzon27085 ай бұрын
Thanks! Was very easy with this tutorial
@UnrealMatter5 ай бұрын
You're welcome! Thank you for commenting :)
@Katy1334 ай бұрын
Thank you for this tutorial, it was just what I needed.
@UnrealMatter4 ай бұрын
@@Katy133 You're welcome :)
@youshimimi Жыл бұрын
Easy to follow and very helpful. Thank you!
@UnrealMatter Жыл бұрын
You're welcome :)
@123forafurry Жыл бұрын
Thank you this was way better than the other ones I saw
@UnrealMatter Жыл бұрын
You're welcome!
@enriquefuster4971 Жыл бұрын
Thanks man. Super usefull.
@UnrealMatter Жыл бұрын
You're welcome :)
@ElvenBubblegum Жыл бұрын
Thanks for the guide! Is there a way to increase detail? My AO looks kinda shit because its not detailed enough and you can see the dots
@UnrealMatter Жыл бұрын
You're welcome! Make sure your model doesn't have duplicate vertices, all normal have the right direction and you need to have your model unwrapped with a 0.05 island margin so the uv edges don't overlap. Then try to increase your texture size if you are using something small. Also increase the overall render samples. Make sure there aren't any other objects around the one your baking because these will have an influence on the bake. Normally you should have a very clean bake with this method. Otherwise plug a diffuse bsdf in the material output and with a mix node multiply a pure white color with an ambient occlusion node (increase the samples to a high vale) and set the bake type to diffuse instead of ambient occlusion. Then see which bake method is bettter
@ElvenBubblegum Жыл бұрын
@@UnrealMatter Thank you for the answer! I'll try it out!
@Sigouss3 ай бұрын
one question. I set GPU compute, but in tasks manager i se CPU loaded 100% instead of GPU? Have 10700f & 3080 10gb
@UnrealMatter3 ай бұрын
@@Sigouss Set your scene to GPU compute. Then before rendering set your scene to wireframe mode. And also use CUDA. The scene preview uses CPU, thats why you could have high cpu usage. Setting the scene to wireframe before rendering also lowers render times a lot. Hope that helps :)
@MLL-oh3lx Жыл бұрын
Thanks for you awesome guiding
@UnrealMatter Жыл бұрын
You're welcome. I really appreciate your comment :)
@doctorfear9241 Жыл бұрын
thanks a lot man, helped me very much
@UnrealMatter Жыл бұрын
You're welcome :)
@JetBomb12 Жыл бұрын
Thanks for the tutorial, I have a question what if i already had ambient occlusion that had noise texture plugged into it how do i preserve the noise texture? or do i just add it after i bake
@UnrealMatter Жыл бұрын
You can keep the noise texture. Make sure you have a mapping and texture coordinate node that go into the noise. You can do that by activating "node wrangler" in the addons and pressing ctrl+t on the noise node. Then you can set your bake type to AO and bake the principled BSDF or set it to diffuse and only bake a diffuse BSDF with the AO setup. You can choose what you like the most. But everything should give the same result.
@sillex0 Жыл бұрын
Thank you for the great video. But I have a problem. My ambient occlusion is not pretty. The shades are pixelated. How can I change this? I would appreciate an answer.
@UnrealMatter Жыл бұрын
This can be due to multiple reasons. 1. Check the resolution of your texture and make it at least 512 by 512. 2. Your model has to have good geometry, no overlapping faces/intersecting edges and it should be unwrapped with no overlapping UV's. 3. Make sure you don't bake the direct lighting. 4. Increase your light paths count and sample count
@sillex0 Жыл бұрын
@@UnrealMatter ty for your answer :). What Do you mean with light pats? Sry..Englisch is not my first language. And is it possible that my Computer is to old for this, to make the texture nice and clear?
@UnrealMatter Жыл бұрын
@@sillex0 No it is not about the computer, every computer gives the same output, just with different render times. There is a setting called light paths, it is in the Render Options Tab. Try to increase those values
@sillex0 Жыл бұрын
@@UnrealMatter ty, i will try that :)
@sillex0 Жыл бұрын
@@UnrealMatter I've tried everything that's in light path one by one, but nothing changes. I saw that the object itself is also a bit pixelated. :/
@theologicaldarkweb2695 Жыл бұрын
How many samples did you use? Did you adjust the distance or intensity?
@UnrealMatter Жыл бұрын
I don't quite understand because I didn't use the Ambient Occlusion node in this process. I just set the bake type to ambient occlusion. Another way would be to get a diffuse bsdf and multiply a pure white color with an Ambient Occlusion node and then set the bake type to diffuse and bake. If this is what you mean I would leave the samples of the AO at 16 and the distance at 1
@theologicaldarkweb2695 Жыл бұрын
I think I figured out a settings that worked. Thanks!@@UnrealMatter
@jordanepellerin6684 Жыл бұрын
you are awesome dude ! :)
@UnrealMatter Жыл бұрын
Thank you so much, I really appreciate your comment :)
@avi-p4d7s7 ай бұрын
thanks for your help 😀😀😀
@UnrealMatter7 ай бұрын
You're welcome! :)
@cook.with.dianaaa Жыл бұрын
Thank you so much!
@UnrealMatter Жыл бұрын
You're welcome, thanks for the comment :)
@momoguyz7150 Жыл бұрын
thanks this was really helpful
@UnrealMatter Жыл бұрын
You're welcome :)
@cook.with.dianaaa Жыл бұрын
Such a simple video, thank you once again! I can't export GLB file with mixRGB node. Maybe you have any suggestions on that? Thank you!
@UnrealMatter Жыл бұрын
Hey, thank you for your comment. I just tried it in Blender 3.4.0 and it works. I have never exportes as .glb. I'm sorry but I don't know why it doesn't work. Maybe because it is a node that is only available in Blender?
@an1_mate Жыл бұрын
super thx!
@UnrealMatter Жыл бұрын
You're welcome
@justjoe7517 Жыл бұрын
Thanks man.
@UnrealMatter Жыл бұрын
You're welcome :)
@prime-workshop-bd8 ай бұрын
How can i export this texture ?
@UnrealMatter8 ай бұрын
You can bake the Ambient Occlusion as a diffuse. I made a tutorial on baking if you need some help :)
@prime-workshop-bd8 ай бұрын
@@UnrealMatter yes brother, please make a tutorial about that, ami new in blender
@UnrealMatter8 ай бұрын
@@prime-workshop-bd I already made one. You can find it on my channel! :)
@prime-workshop-bd8 ай бұрын
@@UnrealMatter I can't find the video. It would be great if you could give the video link
Man mine is allmost completely black. What did I do wrong?
@UnrealMatter3 ай бұрын
@@larnus2548 Hello, make sure your normals are displayed correctly. You can do this by going to edit mode. Then mesh -> normals -> recalculate outside. Then make sure you got no duplicate vertices. You can do this by going to edit mode and then pressing A -> M -> merge by distance. Then you have to make sure you got a good UV map. With these steps and if you followed the video correctly you should get a clean ao map :)
@snook-official11 ай бұрын
Is it possible to export the map so it can be used else where?
@UnrealMatter11 ай бұрын
Yeah, you can just save it, for example in the UV Editing Tab :)
@capitanstyx999811 ай бұрын
i have an error"Baking map saved to internal image, save it externally or pack it"
@UnrealMatter11 ай бұрын
This is not an error, it means the baked image is only temporarily saved and when you close blender it will get deleted. The message only recommends you save the image on your hard drive :)
@capitanstyx999811 ай бұрын
@@UnrealMatter thanks alot, it's very strange because I don't see any changes in the image itself, it's still just black
@UnrealMatter11 ай бұрын
@@capitanstyx9998 If its black then you maybe did not select the image when baking, the node has to be active (clicked on) to be properly baked. Also maybe you forgot to save it instantly and then it can turn black because the data will be deleted as i said. Hope this helps
@capitanstyx999811 ай бұрын
@@UnrealMatter I wrote the code in Python, but that doesn’t help either, thanks anyway, I’ll leave the code here (you just need to configure the rendering before applying the code) import bpy obj = bpy.data.objects.get("Cube.001") bpy.context.view_layer.objects.active = obj bpy.ops.object.mode_set(mode='OBJECT') if not obj.data.materials: mat = bpy.data.materials.new(name="AO_Material") obj.data.materials.append(mat) else: mat = obj.data.materials[0] ao_texture = mat.node_tree.nodes.get("AO_Texture") if not ao_texture: ao_texture = mat.node_tree.nodes.new(type='ShaderNodeTexImage') ao_texture.name = "AO_Texture" ao_texture.location = (0, 0) image_texture = bpy.data.images.new(name="Untitled", width=1024, height=1024) ao_texture.image = image_texture bpy.ops.object.bake('INVOKE_DEFAULT', type='DIFFUSE') image_texture.filepath_raw = "//Untitled.png" image_texture.save() print("Ambient Occlusion baked and saved to Untitled.png")
@designaxes75545 ай бұрын
Does it work on evee?
@UnrealMatter5 ай бұрын
Hello, Eevee has built in ambient occlusion for the whole scene which you can activate. In Eevee you can't bake the ambient occlusion itself since eevee doesn't have the bake option. What you can do is bake your map in cycles and then use it in eevee :)
@designaxes75545 ай бұрын
@@UnrealMatter thank you🙂
@astralstormgamestudios12598 ай бұрын
nice!
@UnrealMatter8 ай бұрын
Thank you!!
@tropical2173 Жыл бұрын
There is no Mix RBG anymore. for me only apears Mix or Mix Shaders, what can i do?
@UnrealMatter Жыл бұрын
It's the Mix Node. From there you can select Math or Color. You need to choose color :)
@simonlu5141 Жыл бұрын
Did you have to select high to low or did you just bake of the low poly model?
@UnrealMatter Жыл бұрын
Hello, you don't have to bake selected to active. This is the method with only one model.