Kiln — Bake Procedural Materials For Godot (Glb/Gltf)

Adriflex in Materials and Shading


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

  1. Select your source collection
  2. Choose which maps to bake (Color, Roughness, Metallic, Normal, Alpha, Emission)
  3. Click Bake — Kiln creates a [Name]_Kiln collection with baked materials
  4. Export the _Kiln collection 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

$12

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Details
Blender Extension Compatible Yes
Sales 10+
Rating
1 ratings
Published 6 months ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles
License GPL