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Baking a scene

Process

1 Create the scene, keep amount of vertices and complexity in mind

2 Optimize by removing all faces that will be out of view

3 Fix any incorrect face orientation

4 Check 'Face orientation' in the viewport overlay menu

  • This makes everything blue or red depending on the direction of the normals
  • The outside has to be blue
  • Select the red object, go into edit mode, select all vertices that are red
  • Use the search (F3) and look for flip
  • This flips the normals and make the object blue

5 Normalize scales (make sure all scales are correctly applied)

  • Select all objects in the scene
  • Ctrl+A to get the 'Apply' context menu
  • Choose scale

6 UV Unwrapping

  • Open the UV editor in a viewport
  • Select an object to unwrap and switch to edit mode
  • Select all vertices
  • Select 'Live Unwrap' from the viewport options menu
  • Select 'U' for the unwrap menu
  • U+M is mark a side as seam
  • U+C is clear a seam
  • Make an unfold that makes sense to represent the whole object nicely flat
  • Resize to fit all on the on UV map

7 Bake Image

  • In the UV Editor select new image
  • Give it a name
  • Size 4096x4096
  • Color white
  • No Alpha
  • Generated type Blank
  • Check 32-bit float
  • Uncheck tiled

8 Save the texture

  • Click save as and select same folder as the blend file
  • Select file format Radiance HDR
  • Color RGB
  • Color space Linear

9 Set Bake image on each material

  • Open the shader editor
  • Go over all objects
  • For each material on an object we need to add an Image texture node
  • Shift+A - search - image texture
  • In the image texture node select the Baked image we created
  • Repeat for all materials in use by the objects

10 Baking settings

  • In the Render section choose 128 samples (higher is more qualirty but takes longer and more file size)
  • In the Bake section select Bake type combined
  • Select View from : Active Camera