Manage the list of data to be baked and bake all at once with various bake types
It implements fine-grained baking options such as denoising and anti-aliasing, as well as auxiliary functions such as creating objects for baked image preview.
How to Use
Set the save destination file path
- Set the file path of the location you want to save.
Set the bake type
- Select the type of path you want.
Add the collection you want to bake to the list
- The collection in the list is baked.
- If there is no list, bake the currently selected object.
- For long bake, Blender will be inoperable until the bake is complete.
- Be sure to display the console window before executing because the log can be grasped in the console window.
Once you have a baked image, you can easily check the baked image from [Create Preview Object for Joining].
In addition, the time taken for baking and various statuses are displayed.
It can be used as an index when baking again.
There are two types : [ Bake to Self ] and [ Bake rom High Poly to Low Poly ].
Bake to self Bake
based on the information of the object itself.
Transfer the data in the bake collection from high poly to low poly to another low poly collection.
Find the collection that matches [Collection name + Special name], set it as the collection to be baked, and bake it.
In this mode, the menu of push / ray maximum distance options will increase.
In addition to the bake type built into Blender, you can select convex parts, positions, and multiple paths.
If the item's bake type setting is automatic , it will be the same as the main bake type setting.
Convex part (Pointiness)
The convex part uses the convex part of the geometry node. This is useful as a path that emphasizes details such as sculpt models.
There is an option to use a color lamp to increase the contrast.
For width, use the AO node's Inner option to bake the thinner part of the mesh.
For example, it's useful for getting a map where you want to add redness to a person's ears or nose.
- Because this add-on is a specification that combines and renders all the objects in the collection, the objects in the collection will affect each other.
- number of samples
- The smaller the distance, the narrower the range.
Bake a random color based on the material name.
This is convenient when you want to make a mask for each material.
Replaces the material of the target mesh with the specified material before baking.
User-created materials can be used for baking, and any path created by the shader node can be used.
Bake types are baked with the bake type option for material overrides. (Only Blender's built-in bake type can be specified).
Base color metallic alpha socket name
You can bake the base color and metallic alpha connected to the Principle BSDF node.
The Socket Name option allows you to select and export only your favorite sockets from various sockets such as the Principle BSDF.
If you have problems with the diffuse bake type, you may get the correct result with the base color (because the diffuse will affect the metallic etc. and the result will change).
Bake the node or its value connected to the'socket name'of the shader node that is directly connected to the output node.
Materials connected to shaders that do not have a'socket name'are ignored.