BakeTool 2.1 Released! New IDMap and Anti Aliasing!

Thanks for the new version, I was able to enable it and test. I’m still having issues with the normal map baking, but I will put in another issue on Blender Market.

Jason

Hi,
I’m trying to bake a model for web and wanted to suggest a view things that would improve the bake tool.

  1. Add AI Image Denoising
    This would reduce bake times a lot. Ether you could use the Blender Internal Denoise Node (maybe let it run over the outcome image) or use Odin / Optix like Alex does it in it’s Lightmapper
    https://github.com/Naxela/The_Lightmapper

  2. Assign Bake images to material
    I can’t find a way to replace/add my baked images in the material with the baked ones without doing it manually. I know there is an option to create an eevee scene that works only in individual mode and creates new materials that get somehow applied to the mesh. I haven’t looked at the code but the org. materials are kept on the object but the viewport shows the baked ones. Didn’t figure out how to revert this thou and get back my org. materials to be displayed. Maybe someone can explain that to me, looks like in ancient blender internal where you could set a texture in the uv image editor and it was displayed on the mesh.

Anyway I would like the have an option to add the baked texture atlas to all my materials and maybe auto plug it into a custom node.

  1. Generate Packed UV Maps
    Currently, to get a good atlas bake, I duplicate all my default uv maps (that I unwrapped by hand) and then go into edit mode of all objects, select all uv’s and let the uv packmaster run trough them. That way I get a nice atlas that is not based on smart uv project.

I wrote a little addon that lets you bake ao and generate that uv’s maps for you (currently it only works if you have just one uv set on every object that will be duplicated)

Anyway… It would be nice to have that functionality inside bake tool. Something link, clone my current uv and pack it as an atlas.

Hi LdelMar
Thanks for your suggestions!

  1. Add AI Image Denoising
    We’re studying the best way to implement it soon. Probably based on composite OIDN

2)Assign Bake images to material
Check the experimental “Create Eevee Scene”. We are reworking it to a full PBR end result

  1. We have a atlas pack solution as well (based on the blender’s pack island function). Check the “Atlas” bake mode and the “Generate Atlas UV” setting. I agree that UVPackmaster addon is quite superior than blender’s pack island, unfortunately it’s not open source and we can’t add in our system.

When I switch from individual to atlas the “create eevee scene” option disapears. Keeping individual result in having tons of baked images. Also in the newly created materials I loose all my principles shaders so I can’t use it for glb export as I wanted.

Packing Islands in blender often doesn’t work. Maybe you could include using the uv packmaster as an option for those who bought it. You can simply check if the addon exists an use the pack operator. But thats just a suggestion and you would properly need to clarify that with them

@vitorbalbio Any news on the integration of OIDN? When do you estimate it being integrated?Thanks

Meanwhile, does anyone know how we can do denoising with OIDN without official updated version?

I made an Addon that uses AI Denoise for Lightmap and AO Baking and also auto generates the material nodes.

1 Like

Interesting your addon, I’ll look into it as soon as I can.
It would be nice to have a Denoise in Baketool as well.
I’d like to take this opportunity to share a recent article on Baketool.

Hi guys!
We’re looking for alternatives to implement denoise in Baketool soon. We will keep you guys informed.

1 Like

Hi
I can’t get BakeTool 2.2 to work on Mac OSX. There is no error, the console says:

Error: Traceback (most recent call last):
File “”, line 1, in
File “/Applications/Blender.app/Contents/Resources/2.83/scripts/modules/bpy/ops.py”, line 201, in call
ret = op_call(self.idname_py(), None, kw)
AttributeError: Calling operator “bpy.ops.baketool.bakeindividual” error, could not be found

location: :-1

Traceback (most recent call last):
File “”, line 1, in
File “/Applications/Blender.app/Contents/Resources/2.83/scripts/modules/bpy/ops.py”, line 201, in call
ret = op_call(self.idname_py(), None, kw)
AttributeError: Calling operator “bpy.ops.baketool.bakeindividual” error, could not be found

location: :-1

location: :-1

Blender quit

thanks!

FULL CONSOLE:

--------------------- STATUS CHECK -----------------

Info: Saved “untitled.blend”

-----------------------------PROCESS JOB --------------------------------

------------------------ BAKE INDIVIDUAL -----------------------------

Blender 2.83.0 (hash 211b6c29f771 built 2020-06-03 15:05:55)

Read prefs: /Users/****Library/Application Support/Blender/2.83/config/userpref.blend

found bundled python: /Applications/Blender.app/Contents/Resources/2.83/python

No addon key configuration space found, so no custom hotkeys added.

WARN (bpy.rna): /Users/gast/blender-buildbot/mac_x86_64_10_9_cmake/blender.git/source/blender/python/intern/bpy_rna.c:1479 pyrna_enum_to_py: current value ‘0’ matches no enum in ‘BlenderCloudProjectGroup’, ‘’, ‘project’

Traceback (most recent call last):

File “/Applications/Blender.app/Contents/Resources/2.83/scripts/modules/addon_utils.py”, line 351, in enable

mod = import(module_name)

ModuleNotFoundError: No module named ‘rprblender’

Read blend: /Users/*****/Desktop/bake/V1_test/untitled.blend

Error: Traceback (most recent call last):

File “”, line 1, in

File “/Applications/Blender.app/Contents/Resources/2.83/scripts/modules/bpy/ops.py”, line 201, in call

ret = op_call(self.idname_py(), None, kw)

AttributeError: Calling operator “bpy.ops.baketool.bakeindividual” error, could not be found

location: :-1

Traceback (most recent call last):

File “”, line 1, in

File “/Applications/Blender.app/Contents/Resources/2.83/scripts/modules/bpy/ops.py”, line 201, in call

ret = op_call(self.idname_py(), None, kw)

AttributeError: Calling operator “bpy.ops.baketool.bakeindividual” error, could not be found

location: :-1

location: :-1

Blender quit

Make sure you set the baketol on in the user preferences and save the settings. Baketool need to be set on by default to work since it opens another blender instance in background.
Next time contact is in Blendermarket. We have a nice channel there for ous customers.

Hi,
Is it planned in the next version to add a denoiser?

Didn’t test implement it yet. But i already added support to enable/disable passes and fixed the Custom Outputs. Also I want to implement a fast bake operator to rapid generate the AO and other maps without setup all the job.

4 Likes

will baketool add baking lightmap functions? current solution for baking lightmap is tedious and repetitive. and we need to manually select correct UV one by one. hopefully we could have a nice lightmap baking option!!

About this one, if you have a naming convention for your UV channels, you can set a default value line 147 of __init.py__

image

(if your channels names are a little messy, my ReTiCo addon could help you - note that this functionnality had a little bug fixed in in-dev version)

2 Likes

Lightmap means a lot of different things based on what you want. One thing that can help with this if the build in setup doesn’t help is that I fixed the Custom output for next release. So you can setup custom AOVs to bake using nodes.

By the way, how this custom output works? I don’t see mention of it on the doc. I just tried this, but it does nothing:


The prop description talks about “Try to find the output node with this name and assign it to bake on this pass”, that’s why I renamed and labelled the second Material Output.

Work just like you expected but It stopped work in latest versions. I already fixed it for next release.

1 Like

Yeah! This feature will actually simplify my workflow on some projects, I should have tested it a long time ago :smiley:

Actually I just made a tiny script which can help waiting for the feature to come back. It allows you to enable or not a material output with a custom label (you have to keep the default material output label empty).

Script is available here.

1 Like