How would one bake a roughness map in Blender? I couldn't find much relevant information on this. Maybe it's obvious and I overlooked something. I've been baking in other software lately so maybe I'm not up to date.
4 comments
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Cale Flanagan Hi,
as far as I know roughness is an inverted specularity map. I don't know if I could bake this, but for generating such a map from a diffuse texture there is a free online tool, which also can create normalmaps:
http://cpetry.github.io/NormalMap-Online/
hope this helps a bit
And you can use roughnessmaps in blender, just work with them as if they were specularitymaps, just tick the negative box in textures/influence, this has no effect on export, but it looks correct if rendered in blender.
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Bluebell - Helper TY, that clears a few things up for me!
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Trailblazer Hello Buebell,
if what you mean is baking a roughness map into an UV layout after you created your material in the node editor, here is the way:
- open your material node editor
- shift + A and choose "Shader >> Emission"
- grab the output of your roughness map and plug it in the emission shader
- grab the output of the emission shader and connect it to the material output "surface"
- create a new image and make it the active element inside the material node
- go to your bake settings and choose the type "Emit"
- bake >> profit
if you do every step right you will get a roughness map you can import into Sansar.
You can also plug your roughness output into a diffuse shader and bake the type "Diffuse", I guess it all depends on how you set up your node tree and what kind of maps you want to bake. The first method is easier to work with if you have materials that use lots of nodes and you want to bake it all out in one simple step.
It´s also possible to bake out of cycles normal map blends but it´s a slightly different method but also using the Emission shader. That´s why I put the first method in that in theory seems more complicated but will save you sometime when exporting maps. Please do let me know if you encounter any more issues with baking. Hope this helps.
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IYVfSpyrFX Greetings from the future! The following works in Blender 2.80, official release, and will presumably work in earlier versions without change.
Say you want to project a roughness map (or any other kind of map) that already exists for one object with its own texture coordinates onto another. A good example of this is when you have rubble with a sophisticated roughness texture already applied and you want to project that roughness map from the pieces onto a low-poly mesh.
All you have to do is plug the Roughness map into the Diffuse output in the rubble's material and then bake the diffuse map onto the low-poly object. That baking process (low-to-hi-res) has been the same since Blender 2.79 and probably earlier.