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Stand-In: Material baking

Run material baking for a static mesh with the following needs:

  • 2k texture resolution
  • Base Color and Normal maps

1. Choose material channels to bake

You set what material channels to bake using the material property casters array, which you can find under Pipeline → Settings → Material Property Casters.

Figure 1: Where to find Material Property Casters.
Figure 1: Where to find Material Property Casters.

In this example we wanted Base Color and Normal. Add these casters to the Material Property Casters array.

Figure 2: Base Color and Normal material casters added.
Figure 2: Base Color and Normal material casters added.

Note

Material baking is enabled by adding casters and disabled by removing all casters.

2. Choose texture resolution

You can set texture resolution (among many other valuable material related settings) under Mapping Image Settings. Go to Mapping Image Settings → Output Material Settings → Index [ 0 ]. Set Texture Width and Texture Height to 2048.

Figure 3: Texture resolution set to 2k.
Figure 3: Texture resolution set to 2k.

3. Build

Build and wait for the process to finish.

4. Result

After the build, the baked material is automatically assigned to the resulting mesh.

Figure 4: The baked material using the baked base color and normal textures.
Figure 4: The baked material using the baked base color and normal textures.