Auto Bake
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  1. Documentation

FAQ

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Last updated 7 months ago

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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 them, , , 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 , , bake types for pointiness (curvature), channel packing, bevel, etc., and the .

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?
Can it channel pack textures?
Where can I use Auto Bake from?
Can a different UV be used as the target UV map?
Is it possible to bake multiple objects onto the same texture?
Can it apply the baked textures automatically?
Does it create a baked object version?
How to know what each button and property does?
How to bake the textures using the GPU?
What can you do if you need help?

Yes! Auto Bake not only supports UDIM textures but also includes a dedicated specifically for baking them.

Yes! Channel packing is available as a bake type, allowing you to pack up to three different textures into the selected RGB channels.

By default, Auto Bake is located in the render properties, but you can switch the to either the 3D viewport or the shader editor.

Yes! The map can be set easily. You can choose to bake to the render UV layer, the active layer, or a specific UV layer.

Definitely! The option serves this purpose perfectly. When enabled, all selected objects are baked to the same textures.

Yes! Textures are 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.

Yes! A is created with a that has the textures automatically applied.

Properties and buttons are enhanced with for their respective sections in the documentation.

If you have a GPU, you can switch the to use it, allowing the textures to be baked with the GPU instead of the CPU.

Whenever you need help you can either check the or for assistance through discord!

If you still have any unanswered questions, feel free to and let me know!

UDIM mode
baked version of the object
new material
documentation
contact me
contact me
export
export the objects
create UV maps
shared textures
tooltips and linked to the online manual
render device
target UV
miscellaneous
shader input sockets
multiresolution modifier data
miscellaneous
standard bake types
Page cover image
panel location
apply them to the objects
automatically connected