This addon is doo doo and I've since started using TexTools for Blender instead (it's way better than anything I could make) so this repository is now closed
A simple solution for speeding up the process of PBR Texture baking
- Create PBR textures on the fly with one button
- Change scene settings for optimal baking
- Custom bake node to bake every value you need
- Seperate buttons to bake each value
The Side panel includes scene setup, texture creation and individual bake buttons
The PBR Bake Node has inputs and outputs for most of your PBR needs and will auto connect when you push one of the bake buttons on the sidebar
Press a button and get a full PBR texture layout or an ORM texture layout all with their color spaces set appropriately to their texture type
Individual buttons for each bake pass so you don't have to navigate a drop down menu
New
With the hotkey menu you can easily connect the textures your want directly to the PBR Bake node
No More Node Wrangler shenanigans
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To start, setup your baking scene under the scene setup tab located in the node editor > pbr bake tab
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Next, choose your texture size and click on either "Create PBR Textures Full" or "Create PBR Textures ORM"
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Next click on the "Add Bake Node" Button, this is crucial because this node makes a lot of it possible
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Connect/copy the textures/values from the Principled shader to the pbr bake group
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Finally select the texture you want to bake in the node editor and click on the corrosponding button in the PBR Bake tab.
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Continue with all textures until complete
Where these add-ons are not required for this one to work, they are nice to have for it
Vertex Color Master ➡ Useful for making Vertex Color Masks for multiple textures in a single material
Node Wrangler (Blender Built-in add-on) ➡ Just good to have on
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This isn't a one button solution but it's something I needed to speed up the process quite a bit
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right now this only works with one material per object if you need more materials per object I'd recommend Vertex color masking with the textures
Example for using vertex masking to have multiple 'materials' within one node tree
- This doesn't cover things like shadow and combined baking but that process is already available in Blender as is