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Texture Baking node

I write this proposal as suggested by Artturi Mäntysaari in his post .

Right now, if you want to bake a texture map, you have to manually connect it to a material node (like an emission node), create a texture for the baking, and then bake it from the render panel. It is kind of confusing if you want to bake a moderate amount of maps to make your node tree lighter, once you are satisfied.

Being able to bake maps directly from the node editor would be a useful feature, and could unify settings that are disperse right now

blender baking node proposal_02.jpg

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Development Status: Open

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txo
10 May 2018

3 Comments

simonstoschu

This! Very good concept indeed. Some thoughts:

  • It needs a UV-Map selector
  • Maybe a "Bake All Output Nodes" Button in the Bake or Render menu? Or maybe also as a button on the Node itself?
  • What should happen when multiple objects have this Material? I think it would be a good idea to automatically create a folder with the corresponding objects name in the base path.
  • What do you mean by Bake Type (I mean there is not really Bake Types in single color outputs)? Is it for the file name or meta data? If you want to support lighting/AO... you'd need an option to use a shader socket instead.
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txo Author

@Simon Storl-Schulke: You are right, I knew I was forgetting some things, but couldn't remember what :)

  • It absolutely needs a UV map selector and an "execute" button somewhere, the panel itself would be the most accesible place.

  • Regular baking takes into account the selected/active objects in order to bake the maps, so the same logic would still apply here

  • The inputs could come from either material or texture/non material node. In the case of a material input, the user would have to determine what property to bake, and in that sense it wouldn't be really different to what is happening in the render baking panel right now.

(a noob question, btw: how can I attach more than one image to the post, or to a reply? I couldn't figure it out)

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simonstoschu

Seems like a robust concept :)

You can use Markdown Syntax . Just write "![image Name](image url)" but you have to upload the image somewhere else.

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