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  • Texture Nodes
  • Node Tiling
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Material

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Last updated 7 months ago

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The material panel contains options for various material-related settings. This includes creating new materials, baking based on materials, and managing the image texture nodes, including their removal or alignment.


Texture Nodes

When baking a texture, image texture nodes are added to the target materials. With this option enabled, those nodes can be automatically removed after the texture has finished baking.

Removing the image texture nodes helps keep the materials clean and maintains their original setup before the bake.


Node Tiling

Choose how the image texture nodes should be positioned in the final and target object's materials.

When the tiling is set to grid, all the nodes are arranged in a grid tile system, with the size adapting to the number of baked textures in the session.

When the tiling is set to single row, all the nodes are arranged in a single row next to each other.

When the tiling is set to row by type, each texture type is placed in its own separate row.

When the tiling is set to row by type +, each texture type is placed in its own row, but types with only one texture are merged into a single row.

When the tiling is set to off, all the nodes are placed in the same location, causing them to overlap.

Image texture nodes are aligned to the position of the active material output node.


Node Label

When the image texture nodes are created, a label can be assigned to each of them. The label can be either the type's set name or the texture type itself.

When this option is turned off, the nodes will have no label, and the texture's name will be displayed instead.

When the name is selected as the label, the baked texture's custom name will be used as the label for the nodes instead of the texture's default name.

When the type is selected as the label, the baked texture's type will be used as the label for the nodes instead of the texture's name.


Queue Gate

When this option is enabled, the gate values of the items are controlled by the materials of the source objects. At the start of the baking process, all the shader nodes in the source objects' materials are checked. A queue item is enabled if its type matches an input socket in the shader nodes and that socket is connected; otherwise, it remains disabled.

This process is similar to how the operator imports items into the bake list.

bake queue
Image Texture Node - Blender 4.2 Manual
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