Blockbench have a one sided texture9/15/2023 # Set render engine to cycles and set settings # Make texture_node the only one selected. Node_(new_uv_map_node.outputs, texture_node.inputs) New_uv_map_node.name = new_uv_map_node_name New_uv_map_node = nodes.new('ShaderNodeUVMap') # Creates another uv map node in shader view and sets its uv map to new uv map Texture_node.image = img #Assign the image to the node Texture_node = nodes.new('ShaderNodeTexImage') # Creates node in shader view # Create image texture node in shader view and sets its image Node_(uv_map_node.outputs, orig_img_tex_node.inputs) Uv_map_node = nodes.new('ShaderNodeUVMap') # Creates uv map node in shader view and sets its uv map to current uv map Print("Creating nodes for each material.") Img = (image_name, RESOLUTION, RESOLUTION) # You can choose your texture size (This will be the baked image) _layers.new(name=new_uv_map_name) # create and name new UV Mapīpy._layers.active = Trueīpy.ops.uv.smart_project(angle_limit=1.15192, island_margin=0.001) lect_set(True) # obj should already be selected, but just in caseīpy.context.view_ = objsīpy._set(mode='EDIT') # Go to Edit mode Imported_object = _scene.obj(filepath=input_path) # delete the default cube at blender startup arg1, arg2, etc.) to Blender python scriptsĪrgs = sys.argv # "-" is Blender specific for passing in arguments (i.e. blender -background -python ~/Code/blender_code.py - arg1 arg2 arg3 # Argument parsing assumes this file was called from terminal in this format: The BDSF node in place of the previous UV mapįile > External Data > Unpack Resources > Use Files in Current Directory (create if not found)Ĭheck that the new texture is specified in the outputted. In shader view, for each material, attach the new texture image node to (Requires 5-6Gb RAM for 2k, 8-9GB RAM for 4k) Takes 10+ seconds In shader view, for each material, Select the new texture image nodeĬlick Bake (being in Object Mode doesn't seem neccessary like in tutorial) On right, select render tab > Render Engine: Cyclesįor max samples select 10 and 10 for viewport and renderer.Ĭlick bake dropdown panel > diffuse. Repeat above steps 8-10 for each of the materials (the active materialĬan be selected on the right from the material properties tab) That the current texture uses the current uv map. In shader view, create another uv map > connect it to existing texture,Īnd select the exisiting UV map from the drop down menu to show blender In shader view, shift+a > search > uv map > connect "UV" toĪfter connecting, Select uv map 2 from the drop down menu of the uv map node Try something smaller like 2K (2048x2048) (reqs 4-6 GB RAM during baking) In shader view, to create new node: shift+a > search > image texture > Inspect and check that UV map 2 doesn't have overlapping trianglesĬtrl+p to re-pack islands?, if they dont fill up the image? With UV map 2 selected: UV smart unwrap with island padding of 0.001 Open Object Data Properties tab on right > UV Maps > Click on UV Map 2 Open UV Map menu on right, Create new UV map called uv map 2 Select your object and click Object data properties tab on right. The steps were created from following tutorials.īegin by importing your obj file, delete default cube, then open 3 windows/editors inside Blender by hovering mouse over bottom black line, right click, 'split view': a) Open UV editor, b) shader editor, and c) "normal" view (not render, to save RAM) baking) a texture mapįrom a textured 3D obj model. Steps for using the Blender GUI for creating (i.e. In case it helps, the detailed steps I took and their Python counterparts can be found in this Github repo file which I reproduce below in case the link breaks.Īlso, link to a similar question: How to remove unreferenced UV Coordinates from a Texture In the process, I wrote down the steps I took in the Blender GUI to accomplish the Texture Unwrapping and Baking task, as well as automated the laborious process by using the Blender Python API. To decrease the size of the texture file such that it contained only the needed textures, I followed the above tutorials. obj mesh as input which was referencing a texture file that contained extraneous data that was no longer needed in the cropped mesh. I myself had to perform such operation in Blender, where I received a cropped. How to Unwrap and Bake Textures in Blender 2.8, 2.9, 3.0, 3.1, and 3.2?īake Multiple Materials to One Texture Map (Blender Tutorial) For anyone else who doesn't understand the lingo of "unwrapping" and "baking" or how to accomplish doing these operations in Blender (like me 2 months ago) hopefully this will help:īake Textures From one UV Map to Another UV Map (Blender Tutorial)
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