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Bake To Textures

Export to Textures is an extremely simple and effective exporter.

Input: One or several exports, each with its own list of source objects and its own settings

Output: For each export, a single object with one UV layer and one material assigned, plus the baked textures saved on disk (named after the export)

Exports list

tool_bake_to_textures_list_export.png

A scene can hold several exports at once. The list at the top of the panel manages them, and each item is a fully independent export setup: its own source objects, target, UVs, output path, texture size, PBR options and combined textures.

The name of the list item is the name of the export. It is used to name the generated object, the material and the texture files on disk — so give each export a distinct name to keep their outputs separate.

  • Add — create a new export
  • Remove — delete the active export
  • Duplicate — copy the active export with all its settings and its sub-lists (source objects and combined textures)

Selecting an item in the list shows and edits that export's setup below.

Tip

Duplicate is handy to derive a variant (e.g. a different target mesh or a different texture size) from an existing export without redoing the whole setup.

Export All

tool_bake_to_textures_export_buttons.png

Next to the Export button, the small all button bakes every export in the list, one after another. Each export produces its own object and its own textures (named after the export), so they never overwrite each other.

Note

An export that is invalid (no source objects, or an invalid output path) is skipped, and the batch continues with the next one.

UI

2 export Modes: Textures are baked on the joined Mesh of the source list or on a target mesh

options

Note

If the output path is not valide, the export operator is disabled

Overwrite

Re-running an export overwrites its own generated object and texture files (those matching that export's name). Exports with distinct names never overwrite each other.

Tip

In linked asset management, you must link the exported object. When there is a modification to be made on the asset, all it takes is a simple execution of the exporter because the options are saved in the scene (per export, in the exports list)

Tip

Do not use PBR Mode export if you want only optimize your internal render pipeline or if you don't need to export your datas

Parametters

Several options:

  • New UV

  • UV Smart Pack Island

  • Blender based textures

  • PBR Textures

  • Alpha

  • AO — bakes an ambient occlusion map. When enabled, two sub-options appear in a right column:

  • AO Samples — ray samples for the occlusion (higher = cleaner but slower)

  • Scene Occlusion — when enabled, the AO also takes the other visible objects of the scene into account (contact shadows cast by neighbouring objects); when disabled, only the exported object occludes itself. Objects in a hidden or excluded collection are ignored, even if they are renderable.

  • Emit

Procedures

Export to combined mesh for Internal shader:

Export to combined mesh for PBR shader:

Export to low mesh for Internal shader:

Tutorial