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How to bake multiple emission shaders/material nodes into 1 texture?

Home Forums Graphics / Blender How to bake multiple emission shaders/material nodes into 1 texture?

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  • #66910
    c4cc
    Participant

    My file with emission shaders keyframed at 7

    Though I followed this tutorial, my texture either ended up all black, or with the texture shape black like this
    shotchargeco

    How do I bake multiple emission with keyframes into a texture?

    • This topic was modified 7 months, 3 weeks ago by c4cc.
    #67139
    xeon
    Customer

    I downloaded your blend file and reviewed what you are doing but there is alot of the project missing so I can only answer you based on what you provided.

    Although you can animate color the way you have in Blender it is not appropriate for Verge3D.
    Given you are just changing RGB values you could easily modify the shader and control the animation in Verge 3D and not have to bake or use any maps.

    Remove the keyframes you created in the color palette of the emission and transmission shader. Attach a combine xyz node to transparent and emission nodes and then create value nodes as inputs to the xyz node. With this you can then either:

    1. Assign values and keyframe the values and then use the play animation puzzle
    or
    2. Assign and control the values in V3D via puzzles to achieve the animation you need.

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #67247
    c4cc
    Participant

    Thanks for your answer, but how do I assign R,G,B into value nodes as you have? Sorry for the stupid question, but I really could not figure it out:

    kurumii

    #67248
    c4cc
    Participant

    Although you can animate color the way you have in Blender it is not appropriate for Verge3D.
    Given you are just changing RGB values you could easily modify the shader and control the animation in Verge 3D and not have to bake or use any maps.

    Remove the keyframes you created in the color palette of the emission and transmission shader. Attach a combine xyz node to transparent and emission nodes and then create value nodes as inputs to the xyz node. With this you can then either:

    1. Assign values and keyframe the values and then use the play animation puzzle
    or
    2. Assign and control the values in V3D via puzzles to achieve the animation you need.

    Also, does this apply to any emission material, especially if it is procedural?

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