Closed Hopefullyidontgetbanned closed 3 months ago
I made this a simple flow chart to explain it more simply.
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.
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.
bump maps might also be neccesary
yesterday while using an experimental principled bdsf shader, i checked out the principled baker plugin and it properly bakes the skin shader
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.
PBR Baking is not necessary anymore since MB-Lab's codebase has no more growth left. Also Blender's native baking has had some small improvements in the last 5 years.
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.