Material
Last updated
Last updated
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.
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.
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.
Image texture nodes are aligned to the position of the active material output node.
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 this option is enabled, the gate values of the bake queue 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 load by linked operator imports items into the bake list.