Final
Last updated
Last updated
The material's final panel contains two settings and a checkbox in the panel's title. Clicking the checkbox enables the creation of the final materials.
When the final material option is enabled, a new material is created at the start of the baking process, sharing the same name as the baked object. The image texture nodes for the baked textures are also added to this final material, making them ready for use.
The final material will always retain the image texture nodes, regardless of the settings for the material's texture nodes.
The final material is also assigned automatically when creating the final object.
The baked textures can be automatically connected to their corresponding input sockets in the final material's shader.
You can choose to connect either the most recently baked texture, the first baked texture, or the one with the highest or lowest resolution for each texture type.
The node setup is not manually modified; all the nodes are automatically placed in their locations and connected to their corresponding sockets.
By default, the final material uses the principled BSDF shader node, but you can easily change it by selecting a different shader type if you're working with a shader type other than the Principled BSDF.