You have a model that has more than 1 texture and material UV-mapped on it. Or maybe there's a lot of materials and textures. So now you want to combine them all into 1 where you can easily add or remove details from the materials. Usually you'd have to use Image Editor software to put all those materials together and then add it to Blender.
With Easy Bake the hassle of putting everything together is solved, as it combines all materials from the targeted object into 1 material that you can easily export as an image and edit if you want to. Or you can just directly UV map on it without any modifications.
One of the best functions this has is the ability for you to export procedural textures or texture combinations derived from Node Groups and alterations, something which is just not available in default Blender. By being able to export textures like this you can easily transfer that data anywhere with ease that's impossible without this addon.
Also, you can Merge Objects by exporting multiple objects' UV maps into 1 material. Such can be useful if you want to export in bulk for your Image Editor or other needs.
The .zip doesn’t install in Blender
- Please un-zip the archive and install the .py script.
How do I activate an addon?
- Use this 20 sec guide – https://youtu.be/wOv4oHO5Kqg
What’s the difference between a texture and material?
- A texture is a 2D image of a color map, roughness map, normal map, bump map, like a png, jpg, tga… A material is the combination of those textures put together.
In other words, the texture is the sources from which a material is made, and a material is the “surface properties” used on objects and surfaces.
And now you just take these combinations and you export it as an image with UV Easy Bake for further optimization in Photoshop, GIMP… or for transfer to other software like Unity, Unreal…
Can I bake metallic maps?
- You can, but the results can be unreliable.
Material Properties ‣ Easy Bake
Baking will run on the selected object(s) and create a new image based from any enabled ‘map type’ (diffuse, normal, gloss, etc.). Each object can have its own settings. A mesh will be skipped if there is no valid UV Map set or no map type enabled. All baked images will be based off the shader setup in the materials of the selected object(s). They will bake on to the specified UV Map and will be saved inside Blender, and may be saved externally.
The name the image will be generated with. Leave this blank to use the name of the model
The size of the image on the x-axis
The size of the image on the y-axis
File PathThe location the generated image will be saved to
Create an image from the base color or texture of an object’s surface, without any ‘shading’
Creates an image from the simulated ‘bumps and grooves’ which an object may have from its normal map
Bake the shininess of a surface. Shininess may be used to simulate a reflective or metallic surface
Bake the alpha map.
Bake the emission, which are parts of the texture that emits light or ‘glows’
Bake the emission strength, which are parts of the texture that emits light or ‘glows’
Bake the smooth or roughness of a material
Bake the ‘shading’ currently being cast by light sources in your scene
Bake the ambient occlusion, which is used to simulate subtle shadows created when objects are close together
Do not saveIf this is true, the generated image will not be saved. If it is false, it will save a .PNG at the ‘file path’ specified. Note that if ‘Merge Objects’ is true, the image will be saved regardless of this setting
Merge ObjectsWhen true, the baked images from all selected objects will be put into the same image, rather than each object having its own image. The settings of the ‘active object’ will be used, including the UV Map, so make sure that all selected objects have a UV Map of the same name