FAQ
Frequently asked questions about Auto Bake that you probably would like to know the answers to.
What is Auto Bake?
Auto Bake is a texture baking add-on for Blender, offering a wide range of features and highly customizable options.
What are Auto Bake's capabilities?
In addition to baking textures, Auto Bake can also export them, apply them to the objects, export the objects, create UV maps for the objects, and more. The add-on is highly customizable and packed with smart functions for each aspect.
How difficult is it to use Auto Bake?
Auto Bake is set up and ready to use by default. The buttons and properties include tooltips and references to the online manual, along with text alerts for any incorrect settings, making the experience very user-friendly and easy to learn.
What textures can Auto Bake bake?
Auto Bake supports the baking of a wide range of textures, including shader input sockets, multiresolution modifier data, miscellaneous bake types for pointiness (curvature), channel packing, bevel, etc., and the standard bake types.
What are the supported shaders?
Auto Bake supports all shader nodes, not just the Principled BSDF. Some shader nodes are fully supported, while others are only partially supported, depending on how many of their input sockets align with those of the Principled BSDF.
Which Blender versions are supported?
The minimum required Blender version for Auto Bake is Blender 3.3, and it is compatible with all newer released versions as well.
Can it mass bake objects?
Yes, multiple objects can be baked with just a few clicks. Simply select all the objects in the viewport that you want to bake and start the baking process. This will bake all the set textures for all selected objects simultaneously.
Are UDIM textures supported?
Yes! Auto Bake not only supports UDIM textures but also includes a dedicated UDIM mode specifically for baking them.
Can it channel pack textures?
Yes! Channel packing is available as a miscellaneous bake type, allowing you to pack up to three different textures into the selected RGB channels.
Where can I use Auto Bake from?
By default, Auto Bake is located in the render properties, but you can switch the panel location to either the 3D viewport or the shader editor.
Can a different UV be used as the target UV map?
Yes! The target UV map can be set easily. You can choose to bake to the render UV layer, the active layer, or a specific UV layer.
Is it possible to bake multiple objects onto the same texture?
Definitely! The shared textures option serves this purpose perfectly. When enabled, all selected objects are baked to the same textures.
Can it apply the baked textures automatically?
Yes! Textures are automatically connected to their corresponding shader sockets. This also includes the use of additional nodes for normal maps, mixing the base color with ambient occlusion, and more.
Does it create a baked object version?
Yes! A baked version of the object is created with a new material that has the textures automatically applied.
How to know what each button and property does?
Properties and buttons are enhanced with tooltips and linked to the online manual for their respective sections in the documentation.
How to bake the textures using the GPU?
If you have a GPU, you can switch the render device to use it, allowing the textures to be baked with the GPU instead of the CPU.
What can you do if you need help?
Whenever you need help you can either check the documentation or contact me for assistance through discord!
If you still have any unanswered questions, feel free to contact me and let me know!
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