Important: Kiln works only with Principled BSDF shader materials. Other shader types are detected and reported but not baked.
Recent updates
- Emission Baking — bake emission color in every split mode, with emission intensity preserved in exported GLB files.
- Geometry Nodes Curves — bake curves generated by Geometry Nodes when Apply Modifiers is enabled, while keeping the source curve editable.
- Preserved Hierarchy & Naming — keep object hierarchy, customize output collection and object names, and preserve Godot suffixes.
The Problem
Procedural materials in Blender don't export to GLB/GLTF. If you're building assets for Godot, Unity, or the web, you need to manually bake each map, rename textures, rebuild simplified materials, and repeat every time you iterate. It's slow, repetitive, and error-prone.
Kiln automates the entire pipeline.
How It Works
- Select your source collection
- Choose which maps to bake (Color, Roughness, Metallic, Normal, Alpha, Emission)
-
Click Bake — Kiln creates a
[Name]_Kilncollection with baked materials -
Export the
_Kilncollection as GLB — done
Your source collection is never modified. Re-bake anytime. Export settings persist between bakes.
Features
Material Baking
Bake all Principled BSDF materials from your collection into PBR texture maps:
- Color
- Roughness
- Metallic
- Normal
- Alpha
- Emission
Each map can be toggled individually and has its own resolution setting (128px to 4096px).
Non-Destructive Workflow
Kiln creates a separate _Kiln collection (highlighted in pink in the Outliner). Your source collection is never touched. Re-bake as many times as you want — your export settings on the _Kiln collection survive between bakes.
UV Mapping Options
Three methods to fit your workflow:
- Smart UV Project — Automatic UV unwrap for quick results
- Existing Seams — Unwrap using seams you've already marked (Angle Based or Conformal)
- Existing UV — Use a UV map that's already on your objects, as-is
Tip: Smart UV Project and Existing Seams automatically scale up small UV islands to prevent bake artifacts.
Configurable Naming & Hierarchy
Customize output collection, object, and texture names while preserving object hierarchy and Godot suffixes. Example: Dresser_Color.png, Dresser_Normal.png. Texture map names can also be customized in the addon preferences.
Pre-Export Validator
Catch problems before they reach your game engine:
- Unapplied transforms (scale, rotation)
- Non-Principled BSDF materials
- Missing materials on objects
Linked Library Materials
Materials linked from external .blend libraries are handled automatically — Kiln makes local copies for baking without modifying the original library.
Who Is This For?
- Godot developers using Blender for 3D assets
- Indie game developers who iterate fast
- Technical artists exporting to GLB/GLTF (Unity, web, etc.)
- Asset creators selling game-ready models
Compatibility
- Blender 4.2+ (Extension format)
- Tested up to Blender 5.2
- Cycles render engine only
- Output: PBR textures + simplified Principled BSDF → GLB/GLTF
What's NOT Included (by design)
- Direct GLB export (use Blender's native exporter)
- Eevee support
- Non-Principled BSDF materials
- Animation baking