Atlas Bake

John Deligiannis in Rendering


Installation

  1. Download the packaged .zip.
  2. In Blender: Edit → Preferences → Add-ons → Install… and select the file.
  3. Enable Atlas Bake.
  4. Find it in 3D View → N-Panel → Atlas Bake.
Add-on Preferences
  • Enable Logs: write detailed bake logs (e.g., logs.txt) into the output folder.
  • Custom Channel Pack Folder: where your pack definitions live (absolute or // relative to the current .blend).
Add-On Preferences Add-On Preferences.

Quick Start - Simple model baking

  1. Select one source mesh.
  2. In Textures, enable the maps you want.
  3. Choose UV Mode:
    • MANUAL → pick your UV map, or
    • SMART → set UV Angle Limit & UV Island Margin.
  4. In Materials to Include, check materials to process (default: all).
  5. Pick Normal Convention (OpenGL vs DirectX); optionally Flip Normal Y.
  6. Set Resolution, Samples, Bake Margin (px), and optionally Use GPU.
  7. (Optional) Add Custom Packs (or use the presets: MS/HDRP/ORM.)
  8. Choose a valid Output Folder.
  9. (Optional) Enable Export FBX / Keep Final .blend.
  10. Click Bake and watch the status/progress as your open file stays safe.


Result: Game ready asset packed with the selected basic textures. Result: Game ready asset packed with the selected basic textures.


Custom Channel Packing, a Metallic–Smoothness example

Why pack channels? Engines often require packed maps to reduce sampler count and bandwidth, and to match expected inputs: Unity Standard/URP uses Metallic + Smoothness (A), glTF/Unreal use ORM (R=AO, G=Roughness, B=Metallic), and Unity HDRP uses a Mask Map (typically R=Metallic, G=AO, B=Detail, A=Smoothness).

Key concept: Metallic–Smoothness means R = Metallic, A = 1 − Roughness (Smoothness). ORM means R = AO, G = Roughness, B = Metallic.

  1. Follow the Quick Start steps to set up your bake.
  2. Open Custom Packs → New Pack, name it MetallicSmoothness_Unity, set Output Format = RGBA (8-bit).
  3. Map channels:
    • R → Metallic
    • G → None (0)
    • B → None (0)
    • A → Roughness with Invert (Smoothness)
    Ensure Metallic and Roughness inputs are enabled for the pack. Alternatively, use Add Presets to append MS / ORM / HDRP mask in one click.
  4. Click Bake to generate the packed texture.
  5. Assign in-engine (Unity): set Base Map = BaseColor; Metallic Map = the packed Metallic–Smoothness (A channel drives Smoothness).


Custom channel pack settings for Metallic Smoothness Custom pack settings for Metallic–Smoothness.
Result: one RGBA packed map driving Metallic (R) and Smoothness (A). Result: one RGBA packed map driving Metallic (R) and Smoothness (A).


High → Low poly baking, a keyboard / keys scenario

Goal: Bake the High keyboard (with text meshes) into the Low keyboard (no text meshes) so the low-poly keycaps get textures containing the legends.

The high-poly and low-poly models

The high-poly and low-poly models.



  1. Follow Quick Start to prepare your settings.
  2. Select Source & Target: Select High (source), enable Bake to Target, set Target = Low (receiver). Keep both objects aligned with identical origins.
  3. Projection control:
    • Start with Max Ray Distance ≈ 0.2–0.5% of model size.
    • For tight gaps/decals, use a Cage or Cage Extrusion (~0.2–0.5% outward).
    • Thin legends: add slight thickness on High (e.g., 0.2–0.5 mm) or rely on a cage to capture shallow relief.
  4. Click Bake and monitor the progress UI.
  5. Assign the baked textures to the Low model and verify the result.
High to Low Poly Bake Settings High→Low bake settings.
Bake process completed. The low-poly result model with the assigned textures. Bake completed - Low-poly with assigned textures.


Output & naming

Textures are saved into your chosen Output Folder. Typical names:


Packed outputs follow their pack name:








$9

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Details
Blender Extension Compatible Yes
Sales 30+
Published about 1 year ago
Blender Version 4.2 - 5.0
Extension Type Add-on
Render Engine Used Cycles
License GPL