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1.3 Batch Baking, true height maps & material management tools (Pre-release) (recommended over 1.2)

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@ItsCubeTime ItsCubeTime released this 30 Dec 21:44
· 20 commits to main since this release
1b0e843

This release has known bugs related to some new features, shouldn't however break anything that have been working in previous versions & there are no known issues with anything related to actual "baking".

New features:

  • Baking several cameras in 1 go with support for creating a custom path key based on the camera name and automatic height adjustment based on any objects that are parented to each camera used for rendering.
  • Heightmaps using Eevee's mist now bakes proper and accurate heightmaps (previous implementation was half finished and didnt really give true height), the height lows & highs are automatically adjusted based on selected objects or based on objects parented to the camera when batch baking.
  • Several material management & scene manipulation tools (still in development, some of these features are half finished, hence pre-release). These include:
    • removing duplicate material slots on objects
    • removing duplicate materials in the scene (uses value comparison that checks if the materials node graphs and settings are identical)
    • Converting DecalMachin3 materials to standard Principled BSDF materials
    • Removal of redundant numbers after materials (typically generated by Blenders naming system). This is useful to run after removing duplicate materials
    • A scene processing function that can combine the above mentioned material features to process an entire scene in one go. The idea of this is to be able to offer 1 click material optimization to reduce draw calls in game engines & make sure you dont have any redundant materials in your scene.