Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:04,864 --> 00:00:10,240
Ok so now that we have our normal amount of baked for our properties here
2
00:00:10,752 --> 00:00:14,592
We are going to look at how to bake the ambient occlusion map
3
00:00:15,104 --> 00:00:19,968
Now he's beating being inclusion before in our tileset series
4
00:00:20,480 --> 00:00:26,112
But we're going to look at haunted to the inclusion for a proper such as this one
5
00:00:26,624 --> 00:00:32,768
It's not going to be two radically different but there are some things you need to keep in mind when dealing with a manifold
6
00:00:33,024 --> 00:00:34,048
Steps such as this one
7
00:00:35,584 --> 00:00:38,400
So the first thing you notice when you go to
8
00:00:38,656 --> 00:00:43,776
Break your immune inclusion is that when you try to come in here to big type
9
00:00:44,032 --> 00:00:49,920
You'll see that we only have normals and displacement here we don't have an option for a vehicle
10
00:00:50,944 --> 00:00:56,832
Now this is because we are using the big from multi resources simply just a limitation of blender
11
00:00:57,344 --> 00:01:00,397
You cannot use a multi Rise modifier to bake
12
00:01:00,399 --> 00:01:03,003
Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
13
00:01:03,004 --> 00:01:03,744
Ambient occlusion from
14
00:01:04,768 --> 00:01:08,864
Premier all black basic Lee to a lower resolution version of itself
15
00:01:09,376 --> 00:01:11,168
We need to uncheck this
16
00:01:11,680 --> 00:01:15,776
And that will give us all other big types back here including ambient occlusion
17
00:01:16,288 --> 00:01:22,432
But now the issue is how do we big from basically high subdivision here to lose
18
00:01:22,688 --> 00:01:24,480
Division on the same mash
19
00:01:24,736 --> 00:01:29,088
Well at the short answer is simply that we really can't
20
00:01:29,344 --> 00:01:31,392
So what we need to do here
21
00:01:32,160 --> 00:01:34,720
Is to duplicate this object in then
22
00:01:34,976 --> 00:01:38,560
Use the selected to active
23
00:01:38,816 --> 00:01:42,656
Option that we use when we were talking about creating our Thailand text
24
00:01:43,680 --> 00:01:49,824
I'm gonna pop into the layout tab just to get a little bit easier of you here and what the first thing I'm going to
25
00:01:50,080 --> 00:01:52,128
Who is just duplicate this
26
00:01:52,640 --> 00:01:55,712
There's a shift indeed on the keyboard
27
00:02:01,344 --> 00:02:05,696
Sell an egg in a hedge there because
28
00:02:06,208 --> 00:02:08,000
Keep in mind that this
29
00:02:08,256 --> 00:02:12,096
Object here has the 6 layers of subdivision so it has
30
00:02:12,352 --> 00:02:12,864
Email
31
00:02:13,120 --> 00:02:14,144
3000
32
00:02:15,680 --> 00:02:20,544
Triangles now between these two objects 6 million
33
00:02:21,056 --> 00:02:24,896
Sell it just take a little bit of time to calculate that
34
00:02:25,664 --> 00:02:27,456
Because it is such a high resolution
35
00:02:28,224 --> 00:02:34,368
I'm going to clear the location of this by sweating and handing out in g on the keyboard to send it back to
36
00:02:37,952 --> 00:02:43,328
And I'm going to do the same thing for this one so that they are occupying the same physical space cos if you remember
37
00:02:43,840 --> 00:02:49,472
We read apologise to this we place the origin point at the brown hair but we didn't move it at all
38
00:02:49,984 --> 00:02:56,128
Cell and we need these two pieces to be occupying the same physical space in order for this baby
39
00:02:56,384 --> 00:02:58,432
Works Lyng on this one
40
00:02:59,968 --> 00:03:06,112
It doesn't fully matter right now where the pivot point is were going to have to move It Anyway before we bring it in
41
00:03:06,368 --> 00:03:08,416
And we'll is just important that they match
42
00:03:09,440 --> 00:03:15,584
Ok so we need to decide which one is going to be a low res in which one is going to be alright high-res version
43
00:03:16,352 --> 00:03:18,912
Now this is my original object here
44
00:03:19,424 --> 00:03:24,544
I am going to make this for my low poly because one is already set to that
45
00:03:26,080 --> 00:03:32,224
And to we are we have our material in our bake applied to this objects I'm just going to leave this one
46
00:03:32,480 --> 00:03:32,992
Is
47
00:03:33,504 --> 00:03:39,136
Actually the only thing I'm going to do here is to speed up my performance I'm going to just delete
48
00:03:39,392 --> 00:03:44,512
There's no T-Rex modifier from just for this one it's important that you keep it on this one though
49
00:03:46,560 --> 00:03:49,376
What time the original in until get a hypo here
50
00:03:51,168 --> 00:03:57,312
For this one I'm going to do is apply my not here as so basically I'm going to keep it at its highest
51
00:03:57,568 --> 00:04:00,640
Division but I'm going to delete those that are lower
52
00:04:01,152 --> 00:04:04,736
Can I do that by applying that so I'm just going to check mode
53
00:04:05,248 --> 00:04:06,784
It does Ramadan include play
54
00:04:07,040 --> 00:04:11,904
And because this is a very dense object it may take several minutes to a calculator
55
00:04:16,512 --> 00:04:21,887
Once I applied it will disappear from the modifier Stack and what you will be left
56
00:04:22,655 --> 00:04:26,239
Is to duplicates of your model
57
00:04:26,751 --> 00:04:32,895
Directly on top of each other one over your low-poly in one will be your hi Paul I'm just going to rename this one
58
00:04:33,151 --> 00:04:34,431
Don't confuse myself
59
00:04:35,455 --> 00:04:37,759
Just to keep the straight
60
00:04:42,111 --> 00:04:46,207
Ok so now that we have the stupid catered out properly
61
00:04:46,719 --> 00:04:50,559
We can use this selector to activate output
62
00:04:52,607 --> 00:04:55,679
Of course meaning 8 extra flat too big into
63
00:04:56,191 --> 00:04:57,983
So that's come into our material
64
00:04:59,007 --> 00:04:59,775
Shift
65
00:05:00,031 --> 00:05:01,823
And add an image texture
66
00:05:02,847 --> 00:05:04,639
And we're going to be training new one here
67
00:05:05,151 --> 00:05:06,175
What's Calis
68
00:05:06,431 --> 00:05:08,223
Play Over My inclusion
69
00:05:08,735 --> 00:05:14,111
No leave it at 4K resolution and greater disabled alpha because it's we don't need
70
00:05:15,391 --> 00:05:18,463
And I'm going to leave the generator type as link
71
00:05:18,719 --> 00:05:19,487
Ok
72
00:05:20,511 --> 00:05:25,631
And we can see a preview of this on the left side if we selected from the dropdown in
73
00:05:25,887 --> 00:05:27,423
Is a Corsa disabling
74
00:05:27,679 --> 00:05:28,703
Image
75
00:05:31,263 --> 00:05:35,359
Inclusion and just to make sure that this is set to 144 brightness
76
00:05:38,175 --> 00:05:44,319
And the one thing that's most important I found when baking Amy and clo in here is that if you have
77
00:05:44,575 --> 00:05:50,719
Any other on drugs in your seen such as these backups I created one for my state one of
78
00:05:50,975 --> 00:05:52,511
15 into 4 memory topology
79
00:05:53,279 --> 00:05:59,423
These even if they are hidden they will affect the outcome of your ambient occlusion so because I have a
80
00:05:59,679 --> 00:06:00,191
He's here
81
00:06:00,703 --> 00:06:03,263
They are basically even though I can't see them
82
00:06:04,031 --> 00:06:10,175
In the viewport there still can be blocking light and that is going to negatively of
83
00:06:10,431 --> 00:06:11,455
Next outlet
84
00:06:12,223 --> 00:06:17,087
So it is really important that if you have anything like this like backups or any hidden object
85
00:06:17,599 --> 00:06:23,743
That you do not want to be part of your big we need to not only disable them from the viewport will be offered me to him
86
00:06:23,999 --> 00:06:29,375
Camera icon on here to disable them from any renders or bakes that we do
87
00:06:29,631 --> 00:06:30,911
Ok so
88
00:06:31,679 --> 00:06:35,007
How we don't need 16 pixels of margin
89
00:06:35,775 --> 00:06:41,919
Bad hand and select are high poly and then control and select are
90
00:06:42,175 --> 00:06:43,199
Holly and the outliner
91
00:06:43,967 --> 00:06:50,111
And what's to see what kind of result we get from this big here we will probably need an exam adjustments
92
00:06:50,367 --> 00:06:51,903
That is ok so
93
00:06:52,415 --> 00:06:56,255
I'm make sure so I can do is try
94
00:06:56,767 --> 00:07:02,911
And make sure your selection order is correct so select the high resolution one first and then
95
00:07:03,167 --> 00:07:03,679
Turn the light off
96
00:07:04,191 --> 00:07:05,727
Then go ahead and bake
97
00:07:14,431 --> 00:07:20,575
Ok I want to help as a recording because I forgot to set my Mac samples back
98
00:07:20,831 --> 00:07:22,879
Onto a low value for testing bass
99
00:07:23,903 --> 00:07:30,047
But let's in look at what we have here obviously this looks to be quite a
100
00:07:31,071 --> 00:07:36,191
Because we need to make some adjustments here in order to get our baked work properly
101
00:07:38,495 --> 00:07:39,263
Cell
102
00:07:41,311 --> 00:07:42,847
What we really need to do here
103
00:07:43,103 --> 00:07:46,943
First thing I do is going to send these samples down under 1
104
00:07:47,199 --> 00:07:53,343
And just to speed up the big process until I get my settings correct and then I will operate it back
105
00:07:54,111 --> 00:07:56,159
To get the final result here
106
00:07:57,183 --> 00:08:01,279
The little devil got the password is going on here but basically
107
00:08:01,791 --> 00:08:06,143
Does the same issue we were having with our tile set in that every area
108
00:08:06,655 --> 00:08:12,031
Have our a scope that was poking through or low res version here
109
00:08:12,799 --> 00:08:14,847
I was causing some issues here
110
00:08:15,615 --> 00:08:18,175
So I'm going to do just to make this
111
00:08:18,431 --> 00:08:22,015
Cleaner is going to disconnect my mum out for a moment
112
00:08:23,551 --> 00:08:27,135
In order to better visualise the areas that are poking through
113
00:08:27,647 --> 00:08:31,999
The other thing I'm going to do if I'm going to use some of these
114
00:08:32,511 --> 00:08:38,655
Extrusion in Max raid distance settings to refine this further so
115
00:08:38,911 --> 00:08:41,471
When we break your tiles out with your baking a flat image
116
00:08:41,983 --> 00:08:43,775
From a flat plane
117
00:08:44,543 --> 00:08:50,687
So are we had to do to avoid this was to just raise our plane and a little bit in
118
00:08:51,199 --> 00:08:57,343
A little bit away from our scope to say that the stop wasn't poking through now this is
119
00:08:57,599 --> 00:09:00,415
Close otherwise known as a manifold object
120
00:09:00,927 --> 00:09:03,999
So there's no Direction that we can
121
00:09:04,511 --> 00:09:05,535
Move this
122
00:09:05,791 --> 00:09:09,375
Search that it won't cause issues on the other side
123
00:09:09,631 --> 00:09:10,143
Cell
124
00:09:10,911 --> 00:09:15,519
2-minute dislike poking through effect all we have to do is use some of these
125
00:09:16,287 --> 00:09:17,311
Options here
126
00:09:17,567 --> 00:09:22,431
So the extrusion option is basically describing
127
00:09:22,687 --> 00:09:28,831
Process of moving low poly away from the high poly so that it no longer is clipping through
128
00:09:29,599 --> 00:09:31,903
Does basically going to inflate
129
00:09:32,159 --> 00:09:38,303
Are low poly object by whatever number we sat here currently at 0 m so it's
130
00:09:38,559 --> 00:09:39,583
Not inflating in at all
131
00:09:40,607 --> 00:09:42,399
Now the masqueraders
132
00:09:42,911 --> 00:09:44,959
Has to do with how these are
133
00:09:45,471 --> 00:09:49,055
Maps are calculated basically what is happening is that
134
00:09:49,823 --> 00:09:52,127
It looks I your objects and
135
00:09:52,895 --> 00:09:53,919
It's going to
136
00:09:54,431 --> 00:09:59,551
Look at take your love Harley object in swimming to shoot a ray or a vector
137
00:10:00,345 --> 00:10:02,504
Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
138
00:10:02,505 --> 00:10:02,111
Out from it or infamy
139
00:10:03,135 --> 00:10:09,279
At a certain distance and whenever it hits something else meaning the high place
140
00:10:09,535 --> 00:10:12,351
What year is going to use whatever information is under it
141
00:10:12,607 --> 00:10:14,911
To bakes that texture so
142
00:10:15,679 --> 00:10:21,823
With that in mind West start messing with the settings a little bit to try to get a better results
143
00:10:22,079 --> 00:10:23,359
I'm going to start pretty small here
144
00:10:24,639 --> 00:10:28,479
The extrusion of 0.1 m in a Max raid distance of point one
145
00:10:30,527 --> 00:10:32,575
So I'm let's make sure
146
00:10:33,087 --> 00:10:35,647
Selection order is correct in Retford bake again
147
00:10:36,671 --> 00:10:39,743
You should go a little bit faster this time because again I have
148
00:10:39,999 --> 00:10:41,791
Reduce my samples here
149
00:10:46,655 --> 00:10:49,727
Ok so here is the result of my second baby
150
00:10:50,239 --> 00:10:52,799
Now these little tiny black dot
151
00:10:53,055 --> 00:10:59,199
Are nothing to worry about that is just because I've reduced my samples here so I'm getting a match
152
00:10:59,455 --> 00:11:00,735
Lower quality image
153
00:11:01,247 --> 00:11:05,087
These will go away when you increase this value up again
154
00:11:05,599 --> 00:11:09,183
It's diesel large black areas that are the issue here
155
00:11:10,207 --> 00:11:10,975
So any
156
00:11:11,231 --> 00:11:17,375
Where that you're saying is Big Splash as this is because the mesh of the sculptor is still
157
00:11:17,887 --> 00:11:18,911
Throughout that area
158
00:11:19,167 --> 00:11:22,239
So we need to increase these values here
159
00:11:23,007 --> 00:11:25,055
In order to get
160
00:11:25,567 --> 00:11:29,407
The extrusion large enough such that the mushroom poke through
161
00:11:29,919 --> 00:11:36,063
Now you'll notice when I change the settings nothing changes in the viewport that is because this is not a
162
00:11:36,319 --> 00:11:38,879
Scaling your mesh in anyway so
163
00:11:39,135 --> 00:11:44,255
You will not be able to visualise these changes in any way other than
164
00:11:44,767 --> 00:11:50,911
You know increasing the values and baking again to see the difference so unfortunately there's no way to
165
00:11:51,167 --> 00:11:52,703
Real-time view this
166
00:11:53,215 --> 00:11:57,311
At based on using the settings but it's just a little bit of trial and error
167
00:11:58,847 --> 00:12:03,711
I'm again I'm ignoring me tell him my dad sees Biggs watches that I'm trying to get rid of
168
00:12:04,479 --> 00:12:10,623
I'm going to make my flashing and make sure everything is selected properly I've made my changes that
169
00:12:10,879 --> 00:12:11,903
Baby one more time
170
00:12:13,951 --> 00:12:18,815
And the area equation maths do you take a little bit longer to bake than the normal
171
00:12:19,327 --> 00:12:24,191
That's normal so I'm just going to pause the recording while it's speaking
172
00:12:25,983 --> 00:12:28,543
Ok so we have our results here
173
00:12:28,799 --> 00:12:33,919
And this is looking pretty good we do this so have a wonderful issue here with the lips
174
00:12:34,431 --> 00:12:36,223
Cell let's
175
00:12:36,479 --> 00:12:38,271
Increases 2.3
176
00:12:39,551 --> 00:12:40,575
3
177
00:12:41,599 --> 00:12:42,879
And try one more time
178
00:12:47,231 --> 00:12:51,071
So that last just a minute or two
179
00:12:51,583 --> 00:12:57,727
And you'll see that if we look at our image here we still have these fuzzy black dots that
180
00:12:57,983 --> 00:13:00,543
Sibling issue but all of the large
181
00:13:01,055 --> 00:13:05,151
Black splotches that were caused by the mesh couldn't have gone away so
182
00:13:05,663 --> 00:13:11,807
I'm for my particular case .3 and 3 seem to work very well this me
183
00:13:12,063 --> 00:13:18,207
Very for you because you are you're on getting your sculpt obviously would be slightly different than mine so
184
00:13:18,719 --> 00:13:24,863
It's really just a matter of trial in error with these so I'm going to do my full Revolution bake
185
00:13:25,375 --> 00:13:26,911
In and we'll come back with
186
00:13:27,167 --> 00:13:28,191
Final image here
187
00:13:28,703 --> 00:13:31,519
When is going to set my examples back up to 4k
188
00:13:33,055 --> 00:13:33,823
Inhibit
189
00:13:38,431 --> 00:13:44,575
Ok turn on for your 4 minutes but this is the final result with E4 resolution
190
00:13:44,831 --> 00:13:50,463
Turn the ambient occlusion you Siri got a nice soft Shadows and here in we're getting some of the detail
191
00:13:51,231 --> 00:13:55,839
From the stone surface damage as well beautiful
192
00:13:56,095 --> 00:13:56,863
Spotify
193
00:13:57,631 --> 00:14:03,775
So I'm that is going to wrap it up for the bad what's just take a quick look at how this looks like her mum
194
00:14:04,031 --> 00:14:05,055
Call before we
195
00:14:05,311 --> 00:14:06,847
Start recording so
196
00:14:07,871 --> 00:14:13,759
I'm just going to hide the high-resolution so it's not poking through I'm going to reconnect my normal map here
197
00:14:16,575 --> 00:14:18,623
And I'm going to connect my
198
00:14:18,879 --> 00:14:20,159
Including to
199
00:14:20,415 --> 00:14:21,183
Colour here
200
00:14:27,839 --> 00:14:32,447
Looks like I forgot to save my number on of course so
201
00:14:32,703 --> 00:14:33,983
Branksome areas
202
00:14:34,495 --> 00:14:37,567
What's coming to our Amy inclusion to make sure that we save this
203
00:14:39,871 --> 00:14:43,711
Where are you like going to stop this call Dusty for texture
204
00:14:44,735 --> 00:14:48,319
AO
205
00:14:49,343 --> 00:14:52,415
I'm just going to rebate this no more
206
00:14:52,671 --> 00:14:53,951
Saving a course
207
00:14:54,719 --> 00:14:57,279
Let's change this back to multi rows
208
00:14:58,303 --> 00:15:01,887
Actually we can no longer change the use the multiverse here
209
00:15:02,399 --> 00:15:05,215
Because of course I applied and deleted them
210
00:15:05,471 --> 00:15:06,239
Cell
211
00:15:07,007 --> 00:15:13,151
That is my bad for not saving the image but we can still be corn on the map using
212
00:15:14,431 --> 00:15:15,967
Using the
213
00:15:16,735 --> 00:15:18,527
Low my high poly headset
214
00:15:19,551 --> 00:15:21,087
We're just going to check this
215
00:15:21,343 --> 00:15:22,623
We're going to change the date time
216
00:15:23,135 --> 00:15:24,159
Back to normal
217
00:15:25,439 --> 00:15:27,743
And we should still retain these
218
00:15:27,999 --> 00:15:31,583
Extrusion and Max Ray distance settings here
219
00:15:32,607 --> 00:15:33,631
So let's
220
00:15:33,887 --> 00:15:37,215
Make sure our selection order is correct we have the correct
221
00:15:37,471 --> 00:15:39,519
Texture selected in r
222
00:15:40,543 --> 00:15:42,079
Inert material here
223
00:15:42,335 --> 00:15:43,359
You don't want you
224
00:15:44,383 --> 00:15:46,943
Makeover the sun eventually big
225
00:15:47,455 --> 00:15:51,039
Ok so here is the result of my
226
00:15:52,063 --> 00:15:52,575
Photos
227
00:15:52,831 --> 00:15:54,367
Last minute fixing big
228
00:15:55,135 --> 00:15:59,743
I believe my Mum series big do not produce this background-image if you see her
229
00:15:59,999 --> 00:16:04,863
Colour I should say if you see this don't worry about it this colour right here is simply to do now
230
00:16:05,631 --> 00:16:09,727
Like a blank value for a normal map so this is perfectly normal this is
231
00:16:09,983 --> 00:16:11,775
Great normal Maps Let's save it
232
00:16:12,287 --> 00:16:13,055
Don't forget
233
00:16:22,527 --> 00:16:24,063
Once that's saved
234
00:16:24,319 --> 00:16:25,855
Now it's connect these
235
00:16:27,903 --> 00:16:30,207
And look at the final result
236
00:16:31,231 --> 00:16:35,583
Get so this is our low poly results with our method
237
00:16:36,095 --> 00:16:42,239
Pause right here in when we come back we are going to finish this model by paintings
238
00:16:42,495 --> 00:16:43,007
Next
20553
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.