Simple Texture Baker | Fast Texture Baking Add-on for Blender

Aman3D in Rendering


SIMPLE TEXTURE BAKER
ONE CLICK . BAKE ALL MAPS

Turn any Blender material — procedural, node-grouped, or layered through Mix Shaders — into a clean PBR texture set. Pick your maps, press one button, and get every channel baked, colour-managed, and saved to disk.

Blender 4.2+ 13 map types 3 bake workflows GPU accelerated Up to 8K

BAKING, WITHOUT THE SETUP

Blender's native bake panel gives you one pass at a time. You create the image, add the Image Texture node, select it, set the colour space, bake, save, then repeat for every channel and every object. Simple Texture Baker collapses that into a single panel and a single button.

Tick the maps you want. Point it at a folder. Press bake. The addon builds each image at the right resolution and colour space, runs every pass across every object, writes the files to disk with predictable names, and cleans up every temporary node it created along the way — your original materials are returned exactly as they were.

It lives in the 3D Viewport sidebar, so you never leave the workspace you're already in.

PROCEDURAL MATERIALS BECOME REAL TEXTURES

Noise, Voronoi, Color Ramps, Bump nodes, Hue/Saturation, Mix Shaders — the whole procedural stack bakes down to flat image maps that any engine can read. This is the part most bakers get wrong, and it's where Simple Texture Baker does its heaviest lifting.

Node groups are unpacked before baking, including groups nested inside other groups, so values hidden several levels deep are still read correctly. Materials that blend several shaders together through a Mix or Add Shader are handled at the Material Output itself, which means channels like Base Color, Metallic and Sheen come out at full value instead of baking black wherever the blend factor favoured the other branch. Everything is restored afterwards.

Baking a complex procedural camouflage material to textures with Simple Texture Baker

HIGH POLY TO LOW POLY

Drop your high poly in one slot and your low poly in the other. Every enabled map — including Normal — projects from the sculpt onto the game mesh's UVs in a single pass.

Extrusion and Max Ray Distance are both exposed, and both accept 0 for automatic: extrusion is calculated from your low poly's size, and ray distance runs unlimited because every other object in the scene is hidden for the duration of the bake. No cage object, no stray geometry bleeding into your maps.

High poly to low poly baking setup in Blender using Simple Texture Baker

MANY OBJECTS, MANY MATERIALS, ONE TEXTURE SET

Add every object to the Bake Tray and choose Combined Bake. Separate meshes carrying completely different materials merge into one shared set of maps — one Diffuse, one Roughness, one Normal — ready to drive a single material and a single draw call.

Need them kept apart instead? Switch to Individual Object Bake and each object gets its own complete texture set, named after the object. The tray persists in your .blend, so you can keep refining and re-baking the same group without rebuilding a selection every time.

Baking several objects with different materials into one shared texture set

NORMAL MAPS THAT CARRY THE DETAIL

Tangent-space normals bake alongside every other channel rather than as a separate chore. Because the pass runs through the same projection settings as the rest of the workflow, the geometry detail you sculpted lands on the low poly the first time — and the saved file is written as non-colour data automatically, so it won't be gamma-corrected into mush by your engine.

Detailed normal map baked from high poly geometry onto a flat plane

SEE THE RESULT WITHOUT WIRING A SINGLE NODE

Create Material & Duplicates finds the objects you just baked on its own — tray, high-to-low poly target, or selected-to-active target — duplicates them, and builds a fresh Principled BSDF material from the files on disk.

Normal maps arrive through a Normal Map node, displacement through a Displacement node into Material Output, data maps are set to non-colour, and everything else is plugged into the correct socket. Your original object and its procedural material stay untouched beside it, so you can compare the two side by side before committing.

Create Material and Duplicates rebuilding a baked material automatically

TWO VARIATIONS, ONE ADDON

Start with the essentials, or take every map, high poly baking and 8K output. Both run on the same one-click bake panel.

BASIC
Just the essentials.
$14
✓Core maps: Diffuse, Normal, Roughness, Metallic and more
✓Procedural, node-group and Mix Shader materials
✓Bake Tray with Combined and Individual Object bake
✓Create Material & Duplicates
✓GPU or CPU baking with live progress and ESC to cancel

Not included: the full 13-map set, High Poly to Low Poly baking, 8K output.

PRO All features
All features, no limits!
$24
✓Everything in Basic
✓All 13 map types
✓High Poly to Low Poly baking, with Extrusion and Max Ray Distance controls (0 for automatic)
✓Up to 8K texture resolution (8192 px)

EVERY MAP YOU NEED

Tick any combination. They all bake in one run.

Diffuse Normal Roughness Metallic Alpha Transmission Emission Emission Strength Specular Displacement Clearcoat Clearcoat Roughness Sheen ID Map

The ID Map generator assigns every object in the tray its own fully saturated hue and bakes them into a clean mask — the map you hand to Substance Painter or Quixel Mixer to isolate parts by colour.

WHAT'S IN THE PANEL

Three ways to bake

Bake Tray for a stored list of low poly objects, High Poly to Low Poly for projection baking, and Selected to Active driven by whatever you have highlighted in the viewport. All three share the same map toggles and the same bake button.

Real progress, not a frozen window

A live percentage bar counts every pass on every object, with an elapsed timer beside it. Press ESC at any point to stop the run cleanly — materials and settings are restored, nothing is left half-modified.

Choose your hardware

GPU only, CPU only, or both together. The addon configures Cycles for you and picks up whichever backend your machine offers — OptiX, CUDA, HIP, Metal or oneAPI.

Bake to a custom UV map

Keep your original UVs for one purpose and bake onto a second named layer for another. Type the UV name once and every workflow, including the ID map, uses it.

UV layout export

Send your unwrap out as PNG, SVG or EPS without switching editors. Fill opacity, modifier-applied UVs, UDIM and UVTILE numbering are all there, and the export size can follow your bake resolution automatically.

Files saved the way you expect

PNG, JPEG, Targa, TIFF or OpenEXR, written straight to your output folder with consistent, object-based names. Colour maps go out as sRGB, data maps as non-colour — no manual fixing afterwards.

A panel that stays tidy

Every section collapses, so you can fold away the parts you aren't using and keep the sidebar short. The state is per-session and never written into your .blend file.

System monitoring

When Python monitoring modules are available in your Blender install, live CPU, GPU and VRAM bars appear under the progress readout so you can watch load during long bakes.

SPECIFICATIONS

Blender version 4.2 LTS and newer
Render engine Cycles (set automatically during the bake)
Texture resolution 256 to 8192 px — 2048 by default
Margin 0 to 128 px
Samples 1 to 1024
Image formats PNG, JPEG, Targa, TIFF, OpenEXR
UV export formats PNG, SVG, EPS
Compute devices CPU, GPU, or both — OptiX, CUDA, HIP, Metal, oneAPI
Platform Windows, macOS, Linux
Panel location 3D Viewport › Sidebar (N) › Simple Texture Baker

YOUR FIRST BAKE

1
Install the .py file through Edit › Preferences › Add-ons › Install, then enable it. Press N in the viewport and open the Simple Texture Baker tab.
2
Make sure your object is UV unwrapped, then select it and press Add Selected to put it in the Bake Tray.
3
Set an Output Folder and tick the maps you want under Mesh Maps to Bake.
4
Press Bake All Selected Passes and watch the progress bar. Your files land in the output folder.
5
Press Create Material & Duplicates to see the baked result applied to a copy of your model.

GOOD TO KNOW

Do my objects need to be unwrapped first?

Yes. Baking writes into UV space, so every object needs a UV map before it goes in the tray. Blender's Smart UV Project is fine if you don't have a manual unwrap.

Will it change my existing materials?

No. Temporary nodes are added for the duration of the bake and removed afterwards, node groups are rebuilt exactly as they were, and your render settings are put back. Cancelling with ESC restores everything too.

Does it work with Eevee materials?

Baking runs on Cycles, which the addon switches to for you and switches back from when it's done. Materials built with the Principled BSDF and standard shader nodes bake the same either way, and the maps you get out work in Eevee, Unreal, Unity, Godot or anywhere else.

How many objects can go in one bake?

There's no fixed limit. Combined mode merges them into a single texture set, so make sure their UVs don't overlap in the 0–1 space if you go that route.

Why is my bake black or blank?

Almost always a missing UV map, an unset output folder, or UVs sitting outside the 0–1 range. The panel reports the specific problem in Blender's status bar when a bake can't run.

STOP BAKING ONE MAP AT A TIME

Simple Texture Baker is a single-file addon with no dependencies to install and no account to set up. Download it, enable it, and bake your first full texture set in under a minute.

Includes free updates & support

Questions or a feature request? Message me through Blender Market — I answer every one.


  • Just the essentials...

    $14
  • All features, no limits!

    $24
$14

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Details
Blender Extension Compatible Yes
Published 3 months ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles
License GPL