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These are some proposals to improve texture baking in Blender. Some ideas are new, some might be implemented but not settable in an obvious way. Feel free to add (reasonable) ideas to the list.

Baking Layers

A baking layer is saved to the object (possibly via the Data Panel) being baked to, each layer defines:

  • the bitmap to bake to
  • the kind of data being baked (ao, normal, full)
  • the object(s) to derive the data from.
  • an option to save the result to the filename associated with the bitmap data.

Super Sampling

Add FSA to texture baking (this may be happening, but it doesn't look like it.

More options to bake to

  • colour(albedo)
  • emit
  • specular colour
  • specular intensity

Misc

  • mark faces as non-baking, allowing one to bake textures to overlapping uvs
  • alternatively overlapping faces could possibly be blended to average them out