Easy Bake 2 – Texture, UV, Procedural Materials and more

If your model incorporates multiple textures and material UV mappings, or if there’s an abundance of textures and materials, you might want to consolidate them into a single entity. Traditionally, this involves exporting them to an Image Editor, blending them, and then integrating them back into Blender.

Easy Bake 2 effectively streamlines the laborious task of material amalgamation. It simplifies the process by combining all materials associated with the specific object into a single material that uses Principled BSDF. This unified material can be effortlessly exported as an image for further editing. Moreover, Easy Bake 2 enables direct UV mapping without requiring any additional modifications.

Notable features of this add-on include an updated user interface, completely rewritten code compatible with Blender’s latest version 4.0, significant bug fixes, and stability improvements. Additionally, new capabilities allow for Alpha and Emission strength baking.


Category: UV, textures, materials baking
Blender: 3.x (limited), 4.x
License: GPL

Alternatively, employ the ‘Split Slots’ function to partition material maps, diverging from the default process and facilitating the export of individual material slots. The ‘Bake Queue’ addition expedites bulk baking by accommodating multiple objects and their material slots, eliminating the need for time-consuming manual exports.

A standout attribute of Easy Bake 2 lies in its capability to export procedural textures, combinations, and modifications generated from Node Groups: an aspect notably absent in the default Blender. By enabling this mode of texture export, the addon ensures a seamless and effortless data transfer to any desired destination, a task otherwise deemed unfeasible.

With the latest Easy Bake 2 update, you now have the freedom to bake a wide range of shader nodes beyond the constraints of BSDF. Customize parameters, establish groups, and craft presets effortlessly as you navigate through the texture-baking process. Baking out of BSDF doesn’t work with Bake queue.

It’s a more advanced process, but the flexibility and control on the output that it offers make it truly epic.

Merge objects efficiently by exporting the UV maps of multiple objects into a unified material. This functionality proves valuable, especially when aiming to streamline the bulk export process for use in an Image Editor or other applications.

The attempt to merge UVs of selected objects into one occurs only when the project has been previously saved and Save Bake is enabled. Otherwise, it proceeds to bake the active object as usual. Note that this merging process wipes the History, rendering Undo changes unavailable.

While the File Path is set globally and shared across all objects, you can append additional file path information to the ‘Name’ property. Dynamic commands remain functional, allowing a ‘Name’ of “{object}\T_{type}” to place saved images in the specified ‘File Path,’ within a folder named after the object.

BSDF nodes nested inside of ‘Groups’ can also be targeted and put to baking, but remember that multiple BSDF nodes in one material can cause problems.