How to bake one texture for one mesh with multiple textures blender 2.8












1












$begingroup$


I'm trying to perform material merging into one texture in accordance with the solutions:



Baking two textures into one
and
Baking multiple materials into one texture



But due to differences in Blender 2.8 interface I can't find 'bake' option in Render menu. And 'Texture atlas' wasn't found.



Could you kindly provide some steps to perform this task?



Thanks,
...I feel that it should be simple but hours spent and I was not lucky in this...










share|improve this question







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Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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    1












    $begingroup$


    I'm trying to perform material merging into one texture in accordance with the solutions:



    Baking two textures into one
    and
    Baking multiple materials into one texture



    But due to differences in Blender 2.8 interface I can't find 'bake' option in Render menu. And 'Texture atlas' wasn't found.



    Could you kindly provide some steps to perform this task?



    Thanks,
    ...I feel that it should be simple but hours spent and I was not lucky in this...










    share|improve this question







    New contributor




    Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.







    $endgroup$















      1












      1








      1





      $begingroup$


      I'm trying to perform material merging into one texture in accordance with the solutions:



      Baking two textures into one
      and
      Baking multiple materials into one texture



      But due to differences in Blender 2.8 interface I can't find 'bake' option in Render menu. And 'Texture atlas' wasn't found.



      Could you kindly provide some steps to perform this task?



      Thanks,
      ...I feel that it should be simple but hours spent and I was not lucky in this...










      share|improve this question







      New contributor




      Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      I'm trying to perform material merging into one texture in accordance with the solutions:



      Baking two textures into one
      and
      Baking multiple materials into one texture



      But due to differences in Blender 2.8 interface I can't find 'bake' option in Render menu. And 'Texture atlas' wasn't found.



      Could you kindly provide some steps to perform this task?



      Thanks,
      ...I feel that it should be simple but hours spent and I was not lucky in this...







      texture-baking






      share|improve this question







      New contributor




      Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      share|improve this question







      New contributor




      Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      share|improve this question




      share|improve this question






      New contributor




      Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      asked Mar 23 at 22:18









      SupaplexSupaplex

      112




      112




      New contributor




      Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      New contributor





      Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      Supaplex is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






















          1 Answer
          1






          active

          oldest

          votes


















          2












          $begingroup$

          Due to changes in Blender 2.80, the Texture Atlas add-on might have become obsolete.



          In Blender 2.7x it was only possible to edit one object at a time, thus you were only able to see one UV layout at a time.
          In Blender 2.80 it is possible to edit two or more objects at the same time.



          Start with UV-unwrapping the individual objects, just don't move or place the UV islands to minimize texture space.



          Unwrap individual objects



          When both objects are unwrapped, select both objects, go into edit mode, move your mouse to the UV Editor, select everything and go to "UV - Pack Islands".



          Pack UV Islands



          Now every UV island from every object should have its own UV Space and also roughly the same texel density.



          Individual Texture Spaces



          You can now either modify the UV layouts further (optimizing texture space, sorting UVs, etc.) or you can continue to bake your materials.



          As for now (Blender 2.80 Beta), baking textures only works in Cycles. Go to "Properties - Render - Render Engine" and switch to Cycles.



          switch from Eevee to Cycles






          share|improve this answer











          $endgroup$













          • $begingroup$
            Nice tricks, @metaphor_set! Thanks But I've met a problem while performing your steps I have a model with several materials and textures [![Several materials][1]][1] Thus I have had this picture before your steps [![Before bake][2][2] And after unwrap all selected and so on I got this [![After bake][3]][3] Could you tell me the steps I made wrong? [1]: imgur.com/D23TnZz [2]: imgur.com/0JwODZ1 [3]: imgur.com/6oQiyk4
            $endgroup$
            – Supaplex
            2 days ago










          • $begingroup$
            You destroyed your UV layouts. Solution: Create a copy of your model (same blend file, different collection). Unwrap that copy like above. Then bake the original textures to a new texture for your new model.
            $endgroup$
            – metaphor_set
            yesterday










          • $begingroup$
            excuse me, what do you mean "different collection"? I make File-Save a Copy or File-Save as.... Blender saves .blend file but images is still being unmerged.
            $endgroup$
            – Supaplex
            yesterday










          • $begingroup$
            A copy of your model -> Shift-D. Also, please watch this if you want to know more about collections and how to use them.
            $endgroup$
            – metaphor_set
            yesterday











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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          2












          $begingroup$

          Due to changes in Blender 2.80, the Texture Atlas add-on might have become obsolete.



          In Blender 2.7x it was only possible to edit one object at a time, thus you were only able to see one UV layout at a time.
          In Blender 2.80 it is possible to edit two or more objects at the same time.



          Start with UV-unwrapping the individual objects, just don't move or place the UV islands to minimize texture space.



          Unwrap individual objects



          When both objects are unwrapped, select both objects, go into edit mode, move your mouse to the UV Editor, select everything and go to "UV - Pack Islands".



          Pack UV Islands



          Now every UV island from every object should have its own UV Space and also roughly the same texel density.



          Individual Texture Spaces



          You can now either modify the UV layouts further (optimizing texture space, sorting UVs, etc.) or you can continue to bake your materials.



          As for now (Blender 2.80 Beta), baking textures only works in Cycles. Go to "Properties - Render - Render Engine" and switch to Cycles.



          switch from Eevee to Cycles






          share|improve this answer











          $endgroup$













          • $begingroup$
            Nice tricks, @metaphor_set! Thanks But I've met a problem while performing your steps I have a model with several materials and textures [![Several materials][1]][1] Thus I have had this picture before your steps [![Before bake][2][2] And after unwrap all selected and so on I got this [![After bake][3]][3] Could you tell me the steps I made wrong? [1]: imgur.com/D23TnZz [2]: imgur.com/0JwODZ1 [3]: imgur.com/6oQiyk4
            $endgroup$
            – Supaplex
            2 days ago










          • $begingroup$
            You destroyed your UV layouts. Solution: Create a copy of your model (same blend file, different collection). Unwrap that copy like above. Then bake the original textures to a new texture for your new model.
            $endgroup$
            – metaphor_set
            yesterday










          • $begingroup$
            excuse me, what do you mean "different collection"? I make File-Save a Copy or File-Save as.... Blender saves .blend file but images is still being unmerged.
            $endgroup$
            – Supaplex
            yesterday










          • $begingroup$
            A copy of your model -> Shift-D. Also, please watch this if you want to know more about collections and how to use them.
            $endgroup$
            – metaphor_set
            yesterday
















          2












          $begingroup$

          Due to changes in Blender 2.80, the Texture Atlas add-on might have become obsolete.



          In Blender 2.7x it was only possible to edit one object at a time, thus you were only able to see one UV layout at a time.
          In Blender 2.80 it is possible to edit two or more objects at the same time.



          Start with UV-unwrapping the individual objects, just don't move or place the UV islands to minimize texture space.



          Unwrap individual objects



          When both objects are unwrapped, select both objects, go into edit mode, move your mouse to the UV Editor, select everything and go to "UV - Pack Islands".



          Pack UV Islands



          Now every UV island from every object should have its own UV Space and also roughly the same texel density.



          Individual Texture Spaces



          You can now either modify the UV layouts further (optimizing texture space, sorting UVs, etc.) or you can continue to bake your materials.



          As for now (Blender 2.80 Beta), baking textures only works in Cycles. Go to "Properties - Render - Render Engine" and switch to Cycles.



          switch from Eevee to Cycles






          share|improve this answer











          $endgroup$













          • $begingroup$
            Nice tricks, @metaphor_set! Thanks But I've met a problem while performing your steps I have a model with several materials and textures [![Several materials][1]][1] Thus I have had this picture before your steps [![Before bake][2][2] And after unwrap all selected and so on I got this [![After bake][3]][3] Could you tell me the steps I made wrong? [1]: imgur.com/D23TnZz [2]: imgur.com/0JwODZ1 [3]: imgur.com/6oQiyk4
            $endgroup$
            – Supaplex
            2 days ago










          • $begingroup$
            You destroyed your UV layouts. Solution: Create a copy of your model (same blend file, different collection). Unwrap that copy like above. Then bake the original textures to a new texture for your new model.
            $endgroup$
            – metaphor_set
            yesterday










          • $begingroup$
            excuse me, what do you mean "different collection"? I make File-Save a Copy or File-Save as.... Blender saves .blend file but images is still being unmerged.
            $endgroup$
            – Supaplex
            yesterday










          • $begingroup$
            A copy of your model -> Shift-D. Also, please watch this if you want to know more about collections and how to use them.
            $endgroup$
            – metaphor_set
            yesterday














          2












          2








          2





          $begingroup$

          Due to changes in Blender 2.80, the Texture Atlas add-on might have become obsolete.



          In Blender 2.7x it was only possible to edit one object at a time, thus you were only able to see one UV layout at a time.
          In Blender 2.80 it is possible to edit two or more objects at the same time.



          Start with UV-unwrapping the individual objects, just don't move or place the UV islands to minimize texture space.



          Unwrap individual objects



          When both objects are unwrapped, select both objects, go into edit mode, move your mouse to the UV Editor, select everything and go to "UV - Pack Islands".



          Pack UV Islands



          Now every UV island from every object should have its own UV Space and also roughly the same texel density.



          Individual Texture Spaces



          You can now either modify the UV layouts further (optimizing texture space, sorting UVs, etc.) or you can continue to bake your materials.



          As for now (Blender 2.80 Beta), baking textures only works in Cycles. Go to "Properties - Render - Render Engine" and switch to Cycles.



          switch from Eevee to Cycles






          share|improve this answer











          $endgroup$



          Due to changes in Blender 2.80, the Texture Atlas add-on might have become obsolete.



          In Blender 2.7x it was only possible to edit one object at a time, thus you were only able to see one UV layout at a time.
          In Blender 2.80 it is possible to edit two or more objects at the same time.



          Start with UV-unwrapping the individual objects, just don't move or place the UV islands to minimize texture space.



          Unwrap individual objects



          When both objects are unwrapped, select both objects, go into edit mode, move your mouse to the UV Editor, select everything and go to "UV - Pack Islands".



          Pack UV Islands



          Now every UV island from every object should have its own UV Space and also roughly the same texel density.



          Individual Texture Spaces



          You can now either modify the UV layouts further (optimizing texture space, sorting UVs, etc.) or you can continue to bake your materials.



          As for now (Blender 2.80 Beta), baking textures only works in Cycles. Go to "Properties - Render - Render Engine" and switch to Cycles.



          switch from Eevee to Cycles







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Mar 23 at 23:45

























          answered Mar 23 at 23:27









          metaphor_setmetaphor_set

          4,3231718




          4,3231718












          • $begingroup$
            Nice tricks, @metaphor_set! Thanks But I've met a problem while performing your steps I have a model with several materials and textures [![Several materials][1]][1] Thus I have had this picture before your steps [![Before bake][2][2] And after unwrap all selected and so on I got this [![After bake][3]][3] Could you tell me the steps I made wrong? [1]: imgur.com/D23TnZz [2]: imgur.com/0JwODZ1 [3]: imgur.com/6oQiyk4
            $endgroup$
            – Supaplex
            2 days ago










          • $begingroup$
            You destroyed your UV layouts. Solution: Create a copy of your model (same blend file, different collection). Unwrap that copy like above. Then bake the original textures to a new texture for your new model.
            $endgroup$
            – metaphor_set
            yesterday










          • $begingroup$
            excuse me, what do you mean "different collection"? I make File-Save a Copy or File-Save as.... Blender saves .blend file but images is still being unmerged.
            $endgroup$
            – Supaplex
            yesterday










          • $begingroup$
            A copy of your model -> Shift-D. Also, please watch this if you want to know more about collections and how to use them.
            $endgroup$
            – metaphor_set
            yesterday


















          • $begingroup$
            Nice tricks, @metaphor_set! Thanks But I've met a problem while performing your steps I have a model with several materials and textures [![Several materials][1]][1] Thus I have had this picture before your steps [![Before bake][2][2] And after unwrap all selected and so on I got this [![After bake][3]][3] Could you tell me the steps I made wrong? [1]: imgur.com/D23TnZz [2]: imgur.com/0JwODZ1 [3]: imgur.com/6oQiyk4
            $endgroup$
            – Supaplex
            2 days ago










          • $begingroup$
            You destroyed your UV layouts. Solution: Create a copy of your model (same blend file, different collection). Unwrap that copy like above. Then bake the original textures to a new texture for your new model.
            $endgroup$
            – metaphor_set
            yesterday










          • $begingroup$
            excuse me, what do you mean "different collection"? I make File-Save a Copy or File-Save as.... Blender saves .blend file but images is still being unmerged.
            $endgroup$
            – Supaplex
            yesterday










          • $begingroup$
            A copy of your model -> Shift-D. Also, please watch this if you want to know more about collections and how to use them.
            $endgroup$
            – metaphor_set
            yesterday
















          $begingroup$
          Nice tricks, @metaphor_set! Thanks But I've met a problem while performing your steps I have a model with several materials and textures [![Several materials][1]][1] Thus I have had this picture before your steps [![Before bake][2][2] And after unwrap all selected and so on I got this [![After bake][3]][3] Could you tell me the steps I made wrong? [1]: imgur.com/D23TnZz [2]: imgur.com/0JwODZ1 [3]: imgur.com/6oQiyk4
          $endgroup$
          – Supaplex
          2 days ago




          $begingroup$
          Nice tricks, @metaphor_set! Thanks But I've met a problem while performing your steps I have a model with several materials and textures [![Several materials][1]][1] Thus I have had this picture before your steps [![Before bake][2][2] And after unwrap all selected and so on I got this [![After bake][3]][3] Could you tell me the steps I made wrong? [1]: imgur.com/D23TnZz [2]: imgur.com/0JwODZ1 [3]: imgur.com/6oQiyk4
          $endgroup$
          – Supaplex
          2 days ago












          $begingroup$
          You destroyed your UV layouts. Solution: Create a copy of your model (same blend file, different collection). Unwrap that copy like above. Then bake the original textures to a new texture for your new model.
          $endgroup$
          – metaphor_set
          yesterday




          $begingroup$
          You destroyed your UV layouts. Solution: Create a copy of your model (same blend file, different collection). Unwrap that copy like above. Then bake the original textures to a new texture for your new model.
          $endgroup$
          – metaphor_set
          yesterday












          $begingroup$
          excuse me, what do you mean "different collection"? I make File-Save a Copy or File-Save as.... Blender saves .blend file but images is still being unmerged.
          $endgroup$
          – Supaplex
          yesterday




          $begingroup$
          excuse me, what do you mean "different collection"? I make File-Save a Copy or File-Save as.... Blender saves .blend file but images is still being unmerged.
          $endgroup$
          – Supaplex
          yesterday












          $begingroup$
          A copy of your model -> Shift-D. Also, please watch this if you want to know more about collections and how to use them.
          $endgroup$
          – metaphor_set
          yesterday




          $begingroup$
          A copy of your model -> Shift-D. Also, please watch this if you want to know more about collections and how to use them.
          $endgroup$
          – metaphor_set
          yesterday










          Supaplex is a new contributor. Be nice, and check out our Code of Conduct.










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          Supaplex is a new contributor. Be nice, and check out our Code of Conduct.












          Supaplex is a new contributor. Be nice, and check out our Code of Conduct.
















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