by Sketch494. Bake entire scenes or selected objects into optimized texture atlases, with configurable bake passes, automatic UV handling, multi-format export and one-click ZIP packaging.
Download: autobake.sketch494.online · Latest release ZIP
Getting assets game-ready usually means a long manual dance: unwrap, pack, create images, wire bake nodes into every material, bake pass after pass, save each map, rebuild a clean material, export, archive. Auto Bake does the entire dance in one click, and it is built for production:
- True texture atlases. All selected objects (or the whole scene) share one atlas per map. Island scale is averaged first so texel density stays uniform, and the atlas auto-grows (up to 8192) when many objects share it.
- Accurate channel captures. Base color, roughness, metallic, alpha, specular, glossiness, height, displacement and custom channels are captured through a temporary emission rig at 1 sample: noise-free, fast, and immune to the classic "metallic surfaces bake black albedo" problem.
- Zero babysitting. Missing UVs are created, missing materials are substituted, hidden objects are skipped, and every temporary node, image and setting is restored afterwards, even when a bake fails or is cancelled.
- 13 bake passes: Base Color, Normal, Roughness, Metallic, Ambient Occlusion, Emission, Alpha, Specular, Glossiness, Height, Displacement, Combined, plus unlimited custom passes captured from any Principled BSDF input.
- Bake scope: selected objects or entire scene, with optional selected-to-active (high-poly → low-poly) baking with ray distance and cage extrusion controls.
- UV automation: Smart UV Project for objects without UVs, dedicated non-destructive
AutoBakeatlas layer, texel-density averaging, island packing with configurable margin and rotation. - Output control: PNG / TGA / TIFF / OpenEXR, 512 to 8192 resolution, color depth and compression settings, overwrite / auto-rename / ask policies.
- Baked materials: clean Principled setup wired automatically (normal map node, alpha transparency, optional AO multiply, displacement output). Replace originals (kept safe with a fake user) or just create the material.
- Export: .blend, FBX, OBJ and glTF (GLB) in any combination, plus Export as ZIP with organized
textures/andmodels/folders, optional README and license, and optional cleanup of loose files. - Professional UX: confirmation dialogs before baking, replacing materials, overwriting files and cancelling; live progress bar with friendly stage messages and estimated remaining time; readable error messages with suggested fixes.
- Pipeline friendly: GPU/CPU selection with graceful CPU fallback, add-on preferences for studio defaults, session log with save-to-file, fully scriptable (
bpy.ops.autobake.bake(sync=True)runs head-less).
| Blender | Status | Install method |
|---|---|---|
| 3.6 LTS | ✅ tested (3.6.23) | classic add-on ZIP |
| 4.0 / 4.1 | ✅ supported | classic add-on ZIP |
| 4.2 LTS | ✅ tested (4.2.22) | classic add-on ZIP or extension ZIP |
| 4.3 to 4.5 | ✅ supported | classic add-on ZIP or extension ZIP |
| 5.x (latest) | ✅ tested (5.1.2) | classic add-on ZIP or extension ZIP |
The version-compatibility layer transparently handles the Principled BSDF socket renames introduced in Blender 4.0 (Specular → Specular IOR Level, Emission → Emission Color, and others), UI API differences, and EEVEE material setting changes.
- Download
auto_bake.zipfrom the latest release (do not extract it). - In Blender open Edit → Preferences → Add-ons → Install (Blender 4.2+: the dropdown arrow → Install from Disk).
- Select the ZIP and enable Auto Bake.
- Find the panel in the 3D View → Sidebar (N) → Auto Bake tab.
- Select the objects you want to bake (or set scope to Entire Scene).
- Pick your maps in Bake Maps (Base Color + Normal + Roughness are on by default).
- Set the destination in Output (folder, name, format, resolution).
- Press Bake, review the confirmation dialog, and watch the progress bar.
- Your atlases land in
textures/, models inmodels/, and, if enabled, everything is packaged into a ZIP.
Full documentation, including a settings reference and a troubleshooting table, lives in docs/USER_GUIDE.md and on the project site: autobake.sketch494.online.
python3 scripts/build_release.py # → dist/auto_bake-<version>.zip (+ extension zip)Run the automated end-to-end test inside any Blender build:
blender -b --factory-startup --python tests/test_headless.py -- \
--zip dist/auto_bake-1.0.0.zip \
--ext-zip dist/auto_bake-1.0.0-extension.zip \
--out /tmp/autobake_testThe test installs the add-on like a user would, bakes a scene that exercises linked textures, missing UVs, material-less and non-Principled objects, then pixel-checks the atlases and validates every export. CI runs it on every release build.
GPL-3.0-or-later © 2026 Sketch494. Assets you bake with Auto Bake are entirely yours.