Simplebake – Simple Pbr And Other Baking In Blender v2.8.2 for Blender

Blender’s node-based material system is genuinely powerful. Building complex, layered PBR materials is well within reach. The problem comes when you need to actually get those textures out. Baking in Blender requires careful manual node setup, UV management, and a fair amount of patience. Do something slightly wrong and the results are quietly incorrect.
SimpleBake takes care of all of that. Select your objects, choose your maps, click Bake. No special node groups to add to your materials. No new workflow to learn. No limits on material complexity. It works with whatever you’ve already built.
No special nodes. No new workflow. Just baking.
SimpleBake supports PBR baking, all traditional Cycles bake modes, specialist maps (AO, Curvature, Thickness, Vertex Colours, Colour ID, Lightmap), node baking, background baking, high-to-low poly workflows, UDIM tiles, channel packing, image sequences, post-processing, and direct export to external files — all from a single panel.
See below for a full overview of the features, and also check out the FAQs and ratings for more information.

Features:
– PBR Baking
Bake PBR maps from any material, regardless of complexity. SimpleBake is built around the Principled BSDF and Emission shaders, but it doesn’t stop there — non-PBR shaders (Diffuse, Glass, Glossy, Emission, Subsurface, Refraction, Transparent, and others) are automatically converted before baking. Multiple materials per object, multiple Principled BSDF nodes, Mix Shaders — all handled without modification to your existing setup.
Supported map types: Diffuse, Metalness, Roughness, Glossiness, Normal (OpenGL & DirectX), Transmission, Transmission Roughness, Clearcoat, Clearcoat Roughness, Clearcoat Glossiness, Emission, Emission Strength, Specular, Alpha, Bump, Displacement, SSS, SSS Scale, SSS Colour.
Channel packing — Combine any baked maps into the R, G, B and A channels of a single texture. Define as many packed textures per bake as you need — ideal for ORM maps and similar game engine conventions. AOV outputs can be packed too.
Bake to target — Bake from one or more source objects onto a single target. Ray distance, cage extrusion, and cage object are all configurable. The cage can be a custom object or auto-generated (smooth or hard).
Auto-match high to low poly — Automatically pair high poly and low poly objects by name convention (_high / _low) or by spatial proximity. Available in both PBR and Cycles Bake modes.
Decals — Bake PBR maps from decal objects projected onto a target mesh, automatically.
AOV baking — Place an AOV Output node anywhere in your material and SimpleBake will bake its input — colour or value — as a separate map. Fully compatible with channel packing.
Node Bake — Open the Shader Editor and select any node. SimpleBake’s Node Bake panel lets you choose an output socket and bake it directly to an image texture at any resolution, without touching your material setup. Optionally replace the socket with a wired Image Texture node after baking — useful for flattening heavy procedural nodes for performance.
Auto-detect required maps — SimpleBake can scan your materials and automatically select only the maps that are actually present, avoiding unnecessary bakes.
Viewport preview — Each PBR bake type has an eye icon button next to it. Click it to temporarily apply a preview material to your objects so you can see exactly what that bake map will look like before committing to a full bake. A Restore button returns your objects to their original materials.
Non-PBR shader conversion — Older shader nodes (Diffuse, Glossy, Emission, Subsurface, Refraction, Transparent and others) are automatically converted to Principled BSDF equivalents before baking where possible.
– Cycles Baking
All traditional Cycles bake modes — Combined, Diffuse, Roughness, Normal, Shadow, and the rest. SimpleBake handles the node setup and everything that makes native Cycles baking awkward. Multiple materials per object are no problem.
Cycles bake to target — Selected-to-active baking in Cycles mode, including auto-match support for high-to-low poly workflows.
Colour space control — Choose the colour space for baked images independently from whether that colour space is applied to exported files.
– Special Maps
Bake any of these alongside your PBR or Cycles maps in the same operation: Ambient Occlusion, Curvature, Thickness, Colour ID, Vertex Colour, Lightmap.
AO sample count — Configurable independently from the main bake sample count.
Diffuse × AO multiply — Optionally multiply Ambient Occlusion into the Diffuse map at a configurable blend percentage.
Lightmap colour management — Optionally apply colour management settings to exported Lightmap images.
Viewport preview — AO, Curvature, Thickness, and Lightmap each have an eye icon button. Click it to preview the map directly in the viewport before baking. Once in preview mode, you can also edit the underlying material in the Shader Editor — SimpleBake will use your edited version for all subsequent bakes of that type in the file.
– Workflow
Background baking — Queue bake tasks to run in the background while you continue working in Blender. Each task can be named. Import the results whenever you’re ready.
Image sequence baking — Bake across a frame range to produce animated texture sequences. SimpleBake advances the timeline and re-bakes each frame, with frame numbers included in output filenames.
Merged bake — Bake multiple objects to a single shared texture set. Objects can optionally be joined before baking for cleaner atlas results.
Copy and apply bakes — Duplicate your objects and apply baked textures automatically, with a clean material set up and ready to use. Works with background baking too.
Apply bakes to originals — Prefer not to work with duplicates? Apply baked textures directly back onto your originals instead.
Object isolation — Optionally hide other objects during baking so they don’t contribute unwanted shadows or lighting. Lights are unaffected.
Iterative baking — Disable “clear image before bake” to add to an existing bake rather than replacing it — useful for building up results in stages.
Presets — Save and load bake configurations as named presets, reusable across different blend files.
– UV Management
Smart UV Project — Generate new UV maps per object or as a shared atlas. Existing UVs can also be combined into an atlas.
UDIM support — UDIM tiles are detected and baked correctly. Objects with and without UDIM tiles can be baked together in the same operation.
Advanced UV packing — Control rotation, scale, margin method, and island locking when creating atlas maps.
UV map restoration — Optionally restore your original active UV map after baking, or keep the bake UVs in place.
– Export
Export baked maps — Save bakes to external files in PNG, JPEG, TIFF, or OpenEXR (with codec selection). 16-bit and 32-bit float output are supported. Normal maps are always exported at 16-bit.
Export mesh — Export your mesh in FBX, OBJ, GLTF, or DAE format with materials pre-linked to your baked textures. Supports export presets, modifier application, and transform application.
Batch naming and folder organisation — Assign batch names to bake operations, included in output filenames and folder structure. Bake a complex scene in stages without risk of overwriting earlier results.
Customisable file naming — Control output filenames using a format string with variables for object name, batch name, bake type, resolution, blend file name, and frame number.
External linking — Baked textures saved externally are linked to those files within Blender. Close and reopen your project and your bakes are still there.
glTF settings node — Optionally create a glTF settings node group with AO or Lightmap connected, for correct handling on glTF export.
– Post-processing & Output Options
Normal map format — Switch between OpenGL and DirectX normal map formats with a single toggle. The Y-channel flip is handled automatically on export.
Roughness / Glossiness — Output either a Roughness or Glossiness map (its inverse) depending on what your target application expects.
Denoising — Run applicable maps through the compositor denoiser — effective for AO, Thickness, and Lightmap bakes where noise can appear.
Anti-aliasing — Pass baked images through the compositor anti-aliasing node. Threshold, contrast limit, and corner radius are all adjustable. Normal maps are excluded.
PBR aliases and colour space settings — Rename map types and assign colour spaces per map in preferences, for platforms with specific naming expectations such as Sketchfab.
– General
Error handling and auto-fixing — SimpleBake automatically handles common problem setups that would silently break a native bake: objects with no UV maps, empty material slots, missing materials, and overly-nested node groups are all resolved before baking begins. Where something can’t be fixed automatically, you get a clear explanation of what went wrong rather than a silent failure. Contextual tips in the interface help avoid common mistakes.
Conflict detection — Known conflicting addons are flagged before baking begins, helping avoid hard-to-diagnose crashes or incorrect output.
Texture size and bake margins — Set texture and output resolution with a single click. Bake margins are calculated and set automatically based on resolution.
Panel location — SimpleBake can sit in the Render Properties panel or the N-Panel, depending on your preference.

Compatibility
– Blender
Compatibility is guaranteed with Blender 5 and above — official releases only. Modified builds, Betas, Alphas, and Release Candidates are not supported. Support is provided for the current stable Blender release.
– Other Addons
SimpleBake should work alongside any addon that creates materials based around the Principled BSDF and Emission shaders. Known working examples include Layer Painter, Mask Tools, and BPainter.
Compatibility with third-party addons is not guaranteed, but reasonable efforts are made to maintain it with popular tools. If the developers of those addons make significant changes to how they work, compatibility may break — and may or may not be fixable.

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