This add-on bakes your scene to textures. This is useful in many situations:
- Creating trim sheets
- Creating decals
- Creating hair cards
- Creating terrain
- Creating skyboxes
- Creating HDRIs
The textures are baked super fast, they are anti-aliased, and they are extremely high quality.
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Go to the Releases page and download the most recent
Bake.Scene.zipfile. -
In Blender, go to
Edit -> Preferences... -
In the
Add-onstab, click theInstall...button. -
Select the
Bake.Scene.zipfile and clickInstall Add-on. -
Enable the checkbox to the left of
Render: Bake Scene. -
Save your preferences.
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In the
Outputproperties, change the resolution.2048or4096is most common: -
Change the output folder and image settings to whatever you want, then click the
Bakebutton: -
By default it will bake geometry textures (alpha, ambient occlusion, curvature, normal, and height).
But you can change that inside of the
Texturespanel: -
If you want to bake an HDRI or skybox, change the
TypetoHDRI. You should also enable theRenderoption in theTexturespanel:You must change the renderer to
Cycles, save the textures asOpenEXRorRadianceHDR, and the image height must be half the size of the width (e.g.4096 x 2048):
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The textures created by this add-on can be directly used in DECALmachine.
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I recommend baking with 100%
Compression. This slows down the baking, but it means much smaller file sizes. -
The origin point
(0x, 0y, 0z)is always used as the center for the textures.The
Sizeoption specifies how big your scene is, anything outside ofSizewon't be baked.By default it bakes a
2m x 2mbox centered on the origin. -
If you want the texture files to have a prefix you can simply add it to the
Outputfolder: -
You can have multiple different scenes in the same
.blendfile, and each scene can have different options (output folder, textures, size, etc.) -
It will only bake renderable objects, so if you don't want to bake an object you can disable rendering:
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If you use a
Principled BSDFnode it will be baked into the textures:These sockets are supported:
Base Color,Metallic,Roughness,Emission,Alpha, andNormal.It works with both simple values and also complex procedural node trees.
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If you are baking hair, you should set the
Hair Shape Typesetting toStrip:You should also create your hairs with the highest quality possible. Because they are being baked to a texture, the performance doesn't matter.
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Renderbakes a texture which is the same asRender Image (F12). This is useful for creating HDRIs, skyboxes, or billboards. -
Alphabakes a black-and-white alpha / opacity / transparency texture.This is affected by changing the
Alphasocket of thePrincipled BSDFnode, and it is also affected by theBlend Modesettings (Opaque,Alpha Clip,Alpha Hashed, andAlpha Blend). -
AObakes an ambient occlusion texture. White means no occlusion, and black means full occlusion.Ambient occlusion means how close an object is to another object. It is used to add in fake shadows.
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Curvaturebakes a curvature map. Gray means no curvature, white means curving outwards (convex), and black means curving inwards (concave).This is often used to add extra detail to the edges of models (scratches, scuffs, or dirt).
The
Contrastsetting controls how strong the black / white colors are. -
Normalbakes a normal map. This is affected by theNormalsocket of thePrincipled BSDFnode. -
Heightbakes a height map. Gray means the geometry is at the center0z, white means positive+z, and black means negative-z.This can be used to create parallax effects to add extra depth, or to create bump maps.
By default it calculates the max bounds automatically based on the vertexes in your scene. But you can instead choose
Manualmode and then manually change the max bounds. -
Depthbakes a depth map. Black means right in front of the camera, white means far away from the camera.By default it calculates the max distance automatically based on the vertexes in your scene. But you can instead choose Manual mode and then manually change the max distance.
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Colorbakes theBase Colorsocket of thePrincipled BSDFnode. -
Emissionbakes theEmissionsocket of thePrincipled BSDFnode. -
Metallicbakes theMetallicsocket of thePrincipled BSDFnode. -
Roughnessbakes theRoughnesssocket of thePrincipled BSDFnode. -
Object Randombakes a black-and-white texture where every object is given a random grayscale color.This can be used for post-processing to mask out specific objects.
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Object Indexbakes a black-and-white texture which is based on the object'sPass Index:This can be used to mask out specific objects, or groups of objects.
You must change the
Maxoption to be the same as the biggestPass Indexthat you are using. -
Material Indexbakes a black-and-white texture which is based on the material'sPass Index:This can be used to mask out specific materials, or groups of materials. This is particularly useful for DECALmachine's
Subsetmap.You must change the
Maxoption to be the same as the biggestPass Indexthat you are using. -
Hair Randombakes a black-and-white texture where every particle hair strand is given a random grayscale color. -
Hair Rootbakes a black-and-white texture where black is the root of the hair, and white is the tip of the hair.
If you want to modify this add-on, follow these steps:
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git clone https://github.com/Pauan/blender-bake-scene.git -
cd blender-bake-scene -
blender --background --python install.pyThis will install the add-on locally.
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Now you can open Blender normally and the add-on will be installed.
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When you make changes to the code, close Blender and then run
blender --background --python install.pyagain.










