Blender Baking Node
How to use the Baking Node:
- Add a "Bake" node to your material tree ( Add > Outputs > Bake)
- Choose from a preset or manually add and configure inputs [figure 1]
- Inputs represent bake passes
- Choose the map type ("Color"/"sRGBA" for color information, "Vector"/"RGBA" for vector or untransformed information e.g. Normal Maps, channel-packed maps.
- Choose a bake mode ("Simple" for fast bake times, "Shading"/"Shadow"/"Combined" for additional shading information, "W-T Normal" to bake normal maps, "C Normal" to bake custom normals (NPR workflow) [figure 2]
- Add post-processing effects (Denoise, Blur, Feather) to every pass individually (indicated by diamond-shaped socket)
- Preview passes using the white Dot symbol next to the socket indicator [figure 3]
- Bake all maps with one click of a button
- Continue working on your project (will not interfere) and check log for monitoring bake times
- Press the "File" button to open the output location (outputs are being saved in the same directory as the blend file or under the temporary directory for unsaved files) [figure 3]
- Folder Structure:
- [Output Directory]
- [Bake Name]
- [Bake Name]_[Bake Pass].[File Format]
- Monkey_baseColor.png
- [Bake Name]
- [Output Directory]
- Instance textures after each bake in individual settings
- Remove/mute inputs in individual settings
figure 1
figure 2
figure 3
Sales | 80+ |
Customer Ratings | 4 |
Average Rating | |
Dev Fund Contributor | |
Published | about 3 years ago |
Blender Version | 2.93, 3.0, 3.1 |
Render Engine Used | Cycles, Eevee |
License | GPL |
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