Principled Baker - Bake PBR textures with a few clicks

Can I bake a single object with multiple materials on it?
Thanks.

Yes.

[10 fill characters :smile:]

update 0.4.5

  • (optional) new UV map without overwriting existing and select
  • (optional) new UV map set as active render
  • Combine List checkboxes
  • fixed: missing alpha from channel in Combine Channels

The update is for 2.80 only, too.

New UV map is a feature request from @aryeramaty.

1 Like

update 0.4.6

  • individual Samples option
  • individual Color Depth option
  • Color Depth per entry in Bake List
  • fixed: Texture Folder always created

The update is for 2.80 only, too.

2 Likes

Big thanks for your hard work .

1 Like

update 0.4.7

  • duplicate object option
  • fixed: slow detection on large node trees

The update is for 2.80 only, too.

Duplicate objects is a feature request from @aryeramaty.

Duplicate objects duplicates the objects, reduces to one UV map, adds a new material and renames.
It works in Single/Batch mode only. (for now)

Warning: The duplicate object feature crashed Blender sometimes during tests!

The latest update doesnā€™t work for me (doesnā€™t work = blender give me an error when I enable it)
PBRbaker%20Error
BTW Iā€™m using the daily build

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I tried the add on with the daily build, but I couldnā€™t reproduce the error.
PBAKER_AddSuffixPresetObjectDisplay is defined in pbaker_preset.py.

Maybe try to delete the __pycache__ folder in <config_path>/2.81/scripts/addons/Principled-Baker-master/ and restart blender.

I had that same error in 2.80 (stable), 0.4.6 installed fine.
Deleting the __pycache__ folder fixed it for me and 0.4.7 installs as well.
Thank you!

1 Like

@DanielEngler I have some questions related to this tool:

  1. Why UV maps are a requirement for hi poly meshes? Most of the time you donā€™t have uvs on your hi poly. I get an error every time when I try to bakeā€¦ Also having at least one material on your hi poly is a requirement. sometimes you want to bake only the normal map from a sculpt. you donā€™t need a material for that
  2. Is it possible to do a bake to itself - low poly to low poly - in order to bake the round edge shader(bevel node)?

BTW great tool! Thanks for sharing.

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Well, than these are bugs. Iā€™ll fix next week.

With ā€œSingle/Batchā€ or ā€œCombinedā€. The round edges from the bevel node are going into the normal map.

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update 0.4.8

  • Selected to Active: autodetection/manual detection reduced to Normal Map only, if one selected object has no material
  • Selected to Active: new material will only be added to active object, if ā€œAdd New Materialā€ is enabled
  • fixed: Selected to Active: UV maps for selected objects necessary
  • fixed: Selected to Active: only baking Normal Map not possible without materials
  • fixed: Selected to Active: only baking Wireframe not possible without materials

The update is for 2.80 only, too.

update 0.4.9

  • duplicate objects for combined bake mode
  • join duplicate objects option for combined bake mode

The update is for 2.80 only, too.

2 Likes

update 0.5.0

  • vertex colors: bake selected/active render/all/n-th
  • fixed: missing detection for value differences over multiple materials/objects
  • fixed: detection for value differences for some BSDF nodes not working
  • fixed: false detection of not linked inputs in groups
  • fixed: wrong colors from some mixes with AO

The update is for 2.80 only, too.

3 Likes

Great addon! Have you considered adding ā€œbake material/image to vertex colorā€?

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Thanks!
I donā€™t think, Iā€™ll add this feature. This type of data transfer is something for an other add-on.
Isnā€™t there already an add-on, that can do this? I canā€™t remember.

I havenā€™t looked into vertex data and uv maps, but this shouldnā€™t be too hard to make. Sample the color of every vertex at the x and y location of the uv map on an image and put r, g, b in vertex color data - or something like that.

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Would be amazing! Up until 2.8, bake to verts was a feature of Blender Internal. As thatā€™s no longer included, thereā€™s no easy way to accomplish this in 2.8. The closest thing is using a baked image as a canvas base for Dynamic Paint but the result is dark and blurry compared to the previous BI bake method. Thank you!

With this add-on you can transfer image data to Vertex Colors. Itā€™s can be found it in the Shader Editor Toolbar.
There is no check for existing UV Map and Vertex Color.
The word ā€œbakeā€ is an exaggeration!

@Vralsza: You can be the first test candidate for a brand new add-on. :grin:

edit: here is the ā€œofficialā€ thread: Bake to Vertex Color - Transfer Image Data to Vertex Color - #2 by DanielEngler

2 Likes

SUCCESS!!! Thank you, youā€™ve saved Blender 2.8 for me! :smiley:
Just did a quick test and it seems to work for me! Iā€™ll keep using it and see if I stumble on any bugs though.
Thank you again for this!!!

1 Like

update 0.5.1

  • fixed: displacement working with displacement node only

The displacement from with and without a displacement node does differ!
This means the baked results from with/without displacement node can not be used interchangeably. The baked results without displacement node may also lead to unwanted results in other 3D software like games.
This fix is only there to have the option to not use the displacement node.

1 Like