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Universal PBR Texture Map Baking

Open Hopefullyidontgetbanned opened this issue 4 years ago • 6 comments

As of Current MB-Lab does not Properly support standard blender baking features, a baking option should be implemented that will export all material inputs as PBR maps that Game Engines can use or what Blender's Principled Shader can use. This would fix #55 and make graphical quality in game engines much better. As well as make MB-Lab easier for users to transfer characters to different programs.

Hopefullyidontgetbanned avatar Nov 11 '19 05:11 Hopefullyidontgetbanned

I made this a simple flow chart to explain it more simply. MB_LAB_PBR_BAKING

Hopefullyidontgetbanned avatar Nov 13 '19 04:11 Hopefullyidontgetbanned

Been checking out the code from this repository

https://github.com/danielenger/Principled-Baker

Trying to see if we could adopt some of the code itself.

animate1978 avatar Nov 16 '19 16:11 animate1978

Likely doesn't need much changing to be honest, it just so happens that blender's native baking features are a bit limited when it comes to custom shaders.

Hopefullyidontgetbanned avatar Nov 16 '19 19:11 Hopefullyidontgetbanned

bump maps might also be neccesary

Hopefullyidontgetbanned avatar Dec 07 '19 18:12 Hopefullyidontgetbanned

yesterday while using an experimental principled bdsf shader, i checked out the principled baker plugin and it properly bakes the skin shader

Hopefullyidontgetbanned avatar Dec 15 '19 17:12 Hopefullyidontgetbanned

This would be an awesome feature! Specially because it would allow us to paint skin details, such as hair and veins and scars, directly in Blender and then just bake out to game engines.

lebrewer avatar Dec 20 '19 05:12 lebrewer