EasyBake — All-in-One Texture Baking Toolkit

blenderVfxMaster in Modeling


TEXTURE BAKING WORKFLOW

EasyBake

Need textures instead of a heavy shader setup? EasyBake brings map selection, baking and export settings into one workflow. Choose your PBR channels, bake a test object, then move on to batches, resolution variants, UDIM tiles or a material atlas.

EasyBake — promotional cover

Cover illustration. The screenshots and previews below are labelled separately.

01 / EXAMPLES

From shader to texture

See the map, its shader connections and the object it’s used on.

The texture and its material connection

RESULT · View full size ↗

01 / RESULT

The texture and its material connection

The image editor shows the map while the node editor shows where it’s used. Check both the pixels and how the shader reads them.

The object, UVs and baked texture

BEFORE / AFTER · View full size ↗

02 / BEFORE / AFTER

The object, UVs and baked texture

This view puts the pieces together: the object, its UV layout and the texture output. It’s useful for spotting seams or areas the bake missed.

02 / FEATURES

Maps, batches and export options

Here’s what you can do with it.

01

Pick the maps you need

Bake Base Color, Metallic, Roughness, Normal, AO, Displacement, Emission, Subsurface or Transmission data. When you use the maps, keep colour textures and data textures in the right colour space.

02

Bake more than a basic shader

Work with Mix/Add shaders and node groups as well as standard Principled setups. Start with a representative material: different node graphs can need different settings or cleanup.

03

Include lighting—or leave it out

The lighting controls cover scene lighting, global illumination and optional shadow contribution. Decide whether you need material-only maps or textures with the lighting baked in.

04

Bake a selection together

Process selected objects and their materials as a batch. Check the selection, UV coverage and output folder before you start.

05

Export at different sizes

Use the 512, 1K, 2K, 4K and 8K presets, or set custom dimensions, including non-square sizes. Prepare the resolutions your project actually needs.

06

Combine materials into an atlas

The Material Atlas workflow combines several materials on an object into one texture set with a generated UV layout. Check the layout and seams before replacing the source materials.

07

Work with UDIM tiles

Let the tool detect tiles or set the UDIM range yourself. Check the tile coverage and filenames as well as the images.

08

Reuse settings and simplify the material

Save baking setups as presets for the next asset. Optional node replacement builds a lighter material using the baked textures; keep the original around for comparison.

03 / IN BLENDER

The controls in Blender

EasyBake in Preferences

BLENDER PREFERENCES · View full size ↗

03 / BLENDER PREFERENCES

EasyBake in Preferences

The setup screenshot shows the installed add-on with the baking workspace behind it.

Start with the source material

CONTROLS · View full size ↗

04 / CONTROLS

Start with the source material

This is the node graph before baking. Choose which parts of the material need to become texture maps.

Set the bake options

CONTROLS · View full size ↗

05 / CONTROLS

Set the bake options

The Blender controls are shown here alongside the scene. Choose the scope and outputs before starting a bake.

04 / GET STARTED

A typical baking job

  1. 01

    Prepare the object, UVs and source materials.

  2. 02

    Choose channels, resolution, UDIM/atlas settings and any lighting to include.

  3. 03

    Bake a test object and inspect the maps.

  4. 04

    Run the batch, then check its filenames and output coverage.

  5. 05

    Compare the textured result before switching to the simplified material.

05 / GOOD TO KNOW

Before you start

  • Blender 3.0 or newer on Windows, macOS or Linux.
  • Cycles is the preferred baking engine.
  • Prepare UVs, materials and output paths before baking.
  • Check the maps in the application or scene where you’ll use them.

What should I set up before baking?

The object, its UVs and source materials. Then choose the channels and output settings you need.

What should I check in the maps?

Look for missing UV coverage and seams, check the colour space, and compare the material in your destination scene.


  • 1 seat. For individual creators or small commercial projects.

    $14
  • Up to 3 seats / single studio team. Use across all internal projects within one company.

    $28
  • 15+ seats / company-wide / unlimited internal use across subsidiaries.

    $112
$14

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Details
Blender Extension Compatible Yes
Sales 10+
Published about 1 year ago
Blender Version 3.6 - 5.2
Extension Type Add-on
License