Bake Wrangler - Node based baking tool set

In preferences of addon turn on debug. Does that help?

Hmm, this looks to be a different issue with reading/writing Unicode characters? I will release a small update today to fix the preferences issue, but I donā€™t think it will help hereā€¦

If you use an English language version of blender, does it work?

(Iā€™ve uploaded 0.9.1 which has the preferences fix, try using that first)

Thanks for your answers
After reinitialize Blender preferences it worked fine. Donā€™t understand what happened.

Tested on 2.81 and 2.83 Beta :+1:

This addon is amazing. Now it just needs to integrate denoising

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This plugin is awesome
Itā€™s completely free. Can the works made with it be used for commercial purposes?

I couldnā€™t bake i just got ā€œError: Bake Failedā€ with no further info in the console. After running it in a completely clean install of blender 2.82 (portable) I got it to work one time, but it failed again after I restarted the Blender again. After looking in the log file it became clear it failed at line 900 in baker.py

        if hasattr(prefs, 'debug'):
            debug = prefs['debug']

after commenting them out it baked without problems again.

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@tongyi: Itā€™s still in beta, I keep breaking things. You can use it for commercial if you want, I would appriciate some donations if youā€™re making money from the things you use it on.

When this version is finished (which it almost is), it will be ā€˜pay what you wantā€™. There are some more advanced features that people want, which could be part of a ā€˜proā€™ version which would have a price tag. Of course anyone that has already donated any reasonable amount would almost certainly get access to that any way.

@JoelArt: That is obviously a silly mistake on my part. I keep screwing up the preference reading because there are three cases to work with (no preferences, preference block exists but is empty/missing items, or the pref is set and obviously this can change while running). I didnā€™t think hasattr would raise an exception but I guess it must. I will fix the preferences problems shortly.

Please try the 0.9.2 version and let me know how it goes. All should be fixedā€¦

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Amazing addonā€¦ will surely donate. Was getting the same error as @JoelArt. Now its working.

1 observation:

  • When I change the image type to TIFF. It did not automatically changed the type in the filename and the Bake resulted in a file with no type.

0.9.2 version is baking for me. Tnx

@amdj1 it only changes the filename if it recognizes the extension. So if itā€™s set to PNG and the file ends in ā€˜.pngā€™ and you change the type to TIFF it will replace it with ā€˜.tifā€™. In other cases it will not change it.

Iā€™m not really satisfied with how the file selection currently works, but always tacking on the extension could also be annoying for some peopleā€¦ I will probably just add a preference option to choose which behavior you want.

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It wouldnā€™t annoy me. :grinning: Weā€™ve already picked the format so why would we need to add the suffix. Blender assumes a ā€œ.blendā€ filename when saving for the first time.
Iā€™m interested in the Pro version and would be willing to contribute more than my initial payment to keep this developing.

My current plan is: Default will be to add the file extension if none is present or change it if there is a recognized format that isnā€™t the selected one. With a preference to disable it.

Is it/will it be possible to bake by name match? Can the GPU be used for baking? @netherby

I vaguely remember I once specified a filename such as ā€œsomefile.pngā€ and got ā€œsomefile.png.pngā€. Whatever you choose I will adapt. There are more interesting things to explore. :grinning:

@mrgesy There is not currently a name matching system, but you can use collections to group parts. Name matching could be added, but probably as a ā€˜proā€™ feature as I donā€™t think itā€™s something the average user would needā€¦ I could be wrong?

If your GPU is configured for use in blender then you can select it as the render device on the Bake Pass node. When you add a new Bake Pass node it will default to your currently selected render device to reduce the number of things you need to set (but you can change it).

@wiggly Itā€™s a minor thing, but if there are small things that annoy people itā€™s also often not much effort to change them. So worth mentioning the small stuff.

wow, this addon is fantastic, how did I not hear of it earlierā€¦ thanks so much. With UDIM now (finally) being supported in blender, whatā€™s your thoughts of implementing a function to be able to bake out to UDIMs ?

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Bake by name is one of the most powerful features in Marmoset Toolbag 3 and Substance. Itā€™s the lifeblood of my baking workflow as I dont have to ā€œexplodeā€ meshes or do other fancy things to avoid artifacts.

@dabreiss I would have to look into how blender supports UDIMs. Given itā€™s still ā€˜experimentalā€™ and lacks the ability to assign existing images to a tile I will probably wait until itā€™s a bit more complete. But I donā€™t see any reason why it couldnā€™t be supportedā€¦

@mrgesy The add-on already isolates objects of a given pass, like you get in Marmoset with the name matching. Instead of sorting by name, it uses either the objects you specify and/or collections. I get that this may not be convenient if you have an existing very large project where objects are only differentiated by name. But with a bit of time you can set it up to do what you want and have greater control than you get with the name matching method.

I do think adding a name matching node would be worth while. But itā€™s quite a different approach to sorting objects for a bake pass than is currently used (one input to a bake pass node generates one pass, where the name matching would generate n passes). So itā€™s not something Iā€™m looking at for inclusion in the 1.0 version.

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Ok I will check it out then. Thanks!

No problem. Object isolation is very important and has always been a base feature. To set up bakes quickly itā€™s currently best to group things in collections if you have a lot of objects.

I really need to get around to writing a user manual :stuck_out_tongue: