Final
Last updated
Last updated
The final object is a copy of the baked object created when the baking process starts for an object. You can enable this option using the checkbox in the panel's title, which contains the related settings.
When baking an object with the final object option enabled, a new copy of the baked object is created as the final object. The properties of this object, including its collection, name, UVs, and location, are modified according to the settings specified in this panel and the UV panel.
When the final object is created, all materials are removed, and the final material is assigned if the option to create it is enabled.
The collection option specifies which collection the final objects will be placed in. A collection can either be set or selected. Clicking on the collection input field opens a popup menu containing all the collections in the scene.
When you select a collection, the collection color property updates based on the selected collection's color. Changing the collection color property will also update the color of the collection in the scene.
You can also set a collection by typing the name of the collection you want to create. The new collection's color can be specified by adjusting the collection's color property.
If no collection is set or selected, the final object will be placed into the collection of its source baked object.
The differentiator is a simple text that can be added either after the final object's name or the original (baked) object's name, depending on your selection.
The differentiator is used to resolve name conflicts that may arise when the final object is named after the original baked object's name. It provides a controlled method for determining how each object's name is generated.
The appearance of the final object can be controlled with this option. By default, this option is disabled, meaning the final object appears with the first texture bake of the object. When the visibility delay option is enabled, the final object is added to the scene only after the last texture bake of the object is completed.
When the visibility is delayed, the material shaders are computed all at once instead of each time a texture finishes baking.
The default locations of the final object can either match the baked object's location or be completely cleared and placed at the world origin at (0, 0, 0).
When the location is set to copy, you can specify an offset for the final object's location. You can choose the offset's direction along one of the three axes, and set a custom value for the extent of the offset.
The offset is used to position the final object away from the baked object, preventing overlap.