FAQ
What about Blender 4.0?
- Easy Bake 1 will not be further developed, so Blender 3.6 will be the latest and most stable version of the addon. But that’s where Easy Bake 2 comes to continue its work – https://inletzone.com/easy-bake-2
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.
VIDEO DOCUMENTATION
DOCUMENTATION
Location
Panel
Material Properties ‣ Easy Bake
Action
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.
Settings
Name
The name the image will be generated with. Leave this blank to use the name of the model
Width
The size of the image on the x-axis
Height
The size of the image on the y-axis
File Path
The location the generated image will be saved to
Diffuse
Create an image from the base color or texture of an object’s surface, without any ‘shading’
Normal
Creates an image from the simulated ‘bumps and grooves’ which an object may have from its normal map
Gloss
Bake the shininess of a surface. Shininess may be used to simulate a reflective or metallic surface
Emission
Bake the emission, which are parts of the texture that emits light or ‘glows’
Roughness
Bake the smooth or roughness of a material
Shadow
Bake the ‘shading’ currently being cast by light sources in your scene
AO
Bake the ambient occlusion, which is used to simulate subtle shadows created when objects are close together
Do not save
If 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 Objects
When 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