15.0 Bake basic usage


To export a textured model you have to bake its textures, in order to end up with a standard PBR Material.

Save the Project, select the Object, click on the Bake button.

Enable all the textures you want to bake, in this example Diffuse, Specular, Roughness, Normal. Set the desired Bake size.

Choose a path on your computer where to save the Baked textures. Click OK to start the baking process, or Esc to abort.

At the end of the process, next to the .blend file, you will find a new folder, containing all your baked textures and your model saved as Fbx, ready to import into another file or another software

In the Blend file a new scene is created, containing a copy of the model with a new simple PBR Material and a new UV Layout.

15.1 Bake Modes

There are 3 Bake Modes

Default Bsdf bakes the texture informations as they are presented at Bsdf Shader inputs in the Nexus nodes shader

Cycles standard is a direct transposition of the panel you can find in the properties, bake tab, when switching to Cycles

Combined only works when you want to bake your lights setup into the textures

15.2 Bake parameters


You can set the file format between PNG, JPEG, EXR,TIFF and TGA. Bake samples have to be increased if the calculation involves lights (increases baking time).

Bake size sets how big the square images will be.

You can switch between Gpu and Cpu Device (if you experience a fail, switch to Cpu or disable parallel processing of Cpu and Gpu in your Blender Preferences).

There are options for creating a new UV Map (recommended), Set the margin between UV Islands.

Move the baked objects into a new scene (recommended). Add an FBX Version of the object in the baked textures folder.

The main panel lets you choose which texture to bake and whether or not to take lights into account.

Normal Type can invert green channel if negative Y standard is needed (like Unreal Engine case).

File path selector is used to select destination folder. Press OK button to start baking, press Esc to abort.