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  • Published 16 Jul 2020

Redesign of the texture baking process to include simple per-object baking

So far, Blender only allows texture baking based on materials, which means that if you have an object with 50 materials on it, you have to add an image texture node to all those 50 materials and, in many cases, a uv-map node to it because you have a second UV channel in addition to the original mapping of, for instance, tiled textures.

Also, the need to select the image texture to bake to and have it be the active one is kind of risky if you have to go through a lot of materials.

Ideally, you'd just select what you want to bake, select the object, select the UV set on it to use for baking and press "bake", it would render and save it to a file you specified in the bake tab instead of forcing you to manually save it. I made a small mock-up of how it could be, copied together from various panels, so some things don't fit together completely, of course.

Image

imgur.com/C4ijWOF

texture_bake.jpg

100%

Development Status: Open

Upvote 42 Downvote 0
shadingandlighting
16 Jul 2020

4 Comments

ethanhall

Some way of UDIM support for baking should be added.

My thoughts on how here: blender.community/c/rightclickselect/GR75/

ethanhall

Bake should be given the hotkey [Alt F12] by default.

ethanhall

Perhaps the bake could also be stored in a render slot somehow to fully mirror how "Render Image" works.

ethanhall

Baking really needs theses upgrades. Saving externally immediately would be great. Adding the UV Map selection also great.