(Note: Not an actual tutorial - just to give you an idea of the general concept here. Please read the included documentation.)
“World Texture” here refers to generic (often tiling) textures that is often used for trim-sheets, terrain and any geo that does not need high to low poly baking. Thus, no UVs or low polys are needed in this workflow.
Features;
Near instant “baking” time using a heavily customized blend-file setup used with the add-on. (Made for EEVEE, but supports Cycles too.)
No 2x resolution necessary (AA comp nodes)
Non-square resolutions supported (in power of two)
Height map, AO, Roughness, Metallic, Emissive outputs and more…
Automatic frame-padding removal
Automated pipeline, for file & folder naming and creation
Donation-ware: If you find use for it, consider donating!
Made/Tested on Win10, Blender 2.93. (TBD if it works on Linux/Mac/Other releases)
Long time no update! I haven’t used this myself in many months (I’ve not received any error-reports either… ) Not sure if all that many people actually use this one.
v1.007
Blender 4.4 (possibly since 4.2) compatibility issues:
Fixed EEVEE Next support (EEVEE banding issues seems to be fixed/improved in Next!)
NEW: Auto-update Preview Material - Automatically reloads textures after rendering
Fixed reporting on non-nodes + non-aov materials (did not report objects w/o materials as non-aov)
& more compact nodes & aov reporting in console (no need to print thousands of items…)
Changed default scene saved UI back to 3D View (instead of compositor) - also easy to change yourself)
Fixed prefs ui error for earlier Blender versions (4.2-4.3 lacking area join icons)