Bake as Layer/Mask

When creating a new layer or mask, there are options to bake various data as an image layer.

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Bake as Layer Menu Bake as Mask Menu

The bake process can take a while depending on your system. You can see how it works in the video below.

Bake Bevel Normal as an image layer

Rebake

After you edit the mesh or the scene, sometimes you want to rebake the layer. The easiest way to do it is by pressing the Rebake button in the layer/mask source panel.

Rebake using Rebake Button

Be aware if you already have baked data (Bevel Normal for example) and you want to bake the same data type again, the default behavior is Ucupaint will overwrite the already baked data. To disable this, you can disable the Overwrite option in the bake dialog box.

Batch Rebake

If you already have multiple baked data, and want to edit the mesh or scene again, rather than pressing the Rebake button one by one for each baked image, you can just press Rebake All Baked Images, this will rebake all baked layers/masks in the Ucupaint node. The process can take a while depending on how much data you already baked.

Rebake AO and Bevel Normal at the same time using Rebake All Baked Images Button

Baked Texture Types

There are several texture types that can be baked to a layer:

AO

AO (Ambient Occlusion) can darken the valleys or creases of your mesh. You can use options such as distance and local only.

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AO

Pointiness

Pointiness will highlight the valleys and ridges of your mesh. Pointiness will use a 32-bit float image by default since it needs more precision.

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Pointiness

Curvature

Curvature is similar to pointiness, with different valley and ridges behavior. It uses 8-bit image by default so smaller file size.

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Curvature

Cavity

Similar to pointiness and curvature, cavity will show valleys and ridges but with darker grayscale levels. It also uses an 8-bit image by default.

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Cavity

Dust

Dust is similar to the cavity map but adds additional Z top normals to the mix.

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Dust

Paint Base

Sometimes also referred to as the Blizzard or Dota diffuse map. This bake combines a dirt map with a vertical gradient and top-facing normals with a highlight. Credit to Danyl Bekhoucha for the shader setup. This bake is a good starting point for character texture maps.

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Paint Base

Thickness

Thickness will bake the thickness of the mesh. Internally, it uses the inverted normal AO to achieve the thickness.

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Thickness

Wireframe

Wireframe will bake the wireframe of the mesh.

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Wireframe

Bevel Normal

Bevel normal map in tangent space. This will bake bevel on sharp edges.

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Bevel Normal

Bevel Grayscale

Grayscale bevel of the mesh.

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Bevel Grayscale

Multires Normal

This will bake the highest level of multires to a normal map.

Bake Multires Normal Demo

Multires Displacement

This will bake the highest level of multires to a displacement/bump map.

Bake Multires Displacement Demo

Other Objects Normal

This will bake the surface normal of other non-active selected objects to a normal map.

Bake Other Objects Normal Demo

Other Objects Color

This will bake the color of other non-active selected objects to a color map.

Other Objects Color

Other Objects Channels

This will bake the principled BSDF channels of other non-active selected objects to ucupaint channels.

Selected Vertices

This will bake the selected vertices to white color while other vertices will be black. This can be useful for masking.

Bake Selected Vertices as Mask Demo