Baker

 


Used to generate textures that can be applied to lower poly materials to make them seem more realistic and detailed. 

Description

Texture baking is the process of transferring details from one model to another. Unity ArtEngine Baker node transfers high resolution details from a source mesh to a target mesh. It also allows for a texture texture transfer by using a high poly texture. 

You can check out our tutorial video here.

Usage

  1. Import your high resolution mesh and connect it to the source pin.

  2. Import your lower resolution mesh and connect it to the target pin.

  3. Import your high resolution mesh texture and connect it to the Texture pin.

  4. In the node properties, check all the desired maps to be baked.

  5. Adjust the dimensions of the baker output resolution. 2048x2048 is a good start.

  6. Execute.

  7. Adjust the front or near scale if some of the high poly details are cut from the baking process.

Node Reference

Node category

Material

Node execution style

Manual

Ports

Input Name

Input Type

Description

Source



Target



Texture

Mesh



Mesh



Bitmap

High resolution model used as the source of baking



Low resolution model used as the target of baking



Texture of the high resolution model to be baked



Output Type

Description

Color



Normal



Height



Ambient Occlusion



Positions



World Space Normal

Color map of the target model



Normal map of the target model



Height map of the target model



Ambient Occlusion map of the target model



Positions map of the target model



World Space Normal map of the target model

Properties

Property/Setting

Description

Color

Normal

…. Other checkboxes



Dimensions (px)



Front Scale



Rear Scale

 

 

View low-poly model



Checkbox - activates the color output

Checkbox - activates the normal output

Checkbox - activates the map output



Changes the dimensions of the baked texture



Percentage based - size of the entire scene.  The ray will travel a set percent forward of the entire scene to hit the mesh.

Percentage based - size of the entire scene.  The ray will travel a set percent backward of the entire scene to hit the mesh.

 

Show the low poly model in the 3D Viewer with the textures assigned