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  • Published 9 Feb 2021

Easy and Proper Texture Baking

Having a bad time right now baking textures for my model. I want it to work in any other 3D application as I intend it, so in order to achieve this I have to bake bunch of different maps. But here comes the problem that texture baking in Blender is hella complicated: you have to create bunch of empty images, distribute them in each material you want to bake, then bake each path one by one and meet some annoying problems — such as baking colors of glossy and diffuse objects separately (as colors of metal not baking in diffuse mode and vice versa), appearing of unintended normal data on baked normal maps (because it loves making some data from materials that actually has nothing plugged in normals socket) and having darker colors if color of world is not clear white.

But here's the thing: what if Blender had proper texture baking feature? What if you could choose types of maps needed to bake, their resolution, saving path and then telling Blender to do all other job automatically and properly — independently from world color or power and based on shaders information so it don't mess up colors and normal data? This would be much more convenient, easy and productive

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Development Status: Open

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MadenByte
9 Feb 2021

4 Comments

This feels like it could be packaged as an addon instead of a core Blender feature?

2
mikolas.fiser

* @bvz * there is the Blender Bakeit addon, already making it quite simple.

crshanker66

I wouldn't call it that hard but I do want a system where a lot of steps taken to bake a image texture(like adding a blank image texture to the material) is automated

2
vangel

I agree it's way to cumbersome and for multiple bakes the setup is time consuming. A object/Collection list combined with a pass list. I'm trying to get over to Blender from 3dsmax and baking is much better in 3dsmax. Also I most of the time need one whole object or multiple objects baked together and almost never a single (sub-)material.