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

Adriflex in Materials and Shading


How does each UV method work?
Smart UV Project : Kiln creates a fresh UV map called _KilnUV on each object, runs Blender's Smart UV Project to unwrap everything automatically, then packs all islands together across all objects in the collection. If "Scale Small Islands" is enabled, any UV island smaller than the minimum size gets scaled up before packing — this prevents tiny faces (like screw heads or thin edges) from baking as black spots. Existing Seams : Same as above, but instead of Smart UV Project, Kiln uses Blender's regular Unwrap based on seams you've already marked on your mesh. You can choose between Angle Based (better for organic shapes) and Conformal (preserves angles). Islands are packed and small islands are scaled up the same way. Existing UV : Kiln uses a UV map that's already on your objects, as-is. No new UV is created, no unwrapping, no repacking. Just enter the name of your UV map (default: "UVMap") and Kiln bakes directly onto it. Use this when you've hand-crafted your UVs and don't want Kiln to touch them.
What if some of my materials are not Principled BSDF?
Kiln skips non-Principled materials and reports them after baking. The validator also warns you before you bake.
Can I use Kiln for Unity or Unreal?
Yes. The output is standard PBR textures + simplified Principled BSDF, which exports as standard GLB/GLTF. Any engine that supports GLB will work.
Can I use my own UV maps?
Yes. Set the UV Method to "Existing UV" and enter the name of your UV map. Kiln will use it as-is without modifying it.
Does Kiln modify my original objects?
No. Kiln creates a separate _Kiln collection. Your source collection is never touched. You can delete the _Kiln collection at any time to go back to your original setup.
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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