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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.