Developer / 3D Artist
- BakeMaster Plugin for Texture Baking in Blender 3D Application
- Telegram Bot that uses Google Sheets for data storage.
- artstation
- telegram
- discord username: heiskempler
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Welcome to BakeMaster, a powerful and feature-packed baking solution created for Blender - an open-source 3D Computer graphics software.
License: Other
Developer / 3D Artist
This bug report is:
Describe the bug
The same file can bake normal maps in Blender 3.3, but there is an error in 3.4. Other types of maps can be baked.
I encountered the same error when using the tool below.
https://github.com/jayanam/jbake-tools
Desktop (please complete the following information):
This bug report is:
Describe the bug
@creepererer reported on Discord: Texture set baking only writes the first texture set name to the baked map(for example, the config in the pic will produce the following output map names : rail1_NORMAL, NORMAL.001, NORMAL).
Screenshots
If applicable, add screenshots to help explain your problem.
Desktop (please complete the following information):
This bug report is:
Describe the bug
Creating a bake job with more than two objects in it causes Blender to hang.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The cubes should be added to a container for further config.
Desktop (please complete the following information):
This feature request is:
Is your feature request related to a problem? Please describe.
If the user has a custom-configured color management in Blender, he'd need to change image texture color space to a custom one. The problem here is that texture color space has to be set before baking, otherwise it messes up the colors. BakeMaster only supports the default range of color spaces available within Blender
@Alexandr (from Discord) faced exactly that.
Describe the solution you'd like to be implemented
BakeMaster color management has a texture color space dropdown. Could a Custom Colorspace
option be added to that dropdown? When this option is chosen, a field to type a custom color space will be displayed for the user.
Additional context
Another feature request should be created for introducing a toggle to show the full list of color spaces for textures in BakeMaster instead of the most common ones the addon currently has.
This feature request is:
Is your feature request related to a problem? Please describe.
Northope#3887 (Discord):
Would be great to have an option on baking from multi rez to choose from which subdivision level we want to bake from:
Describe the solution you'd like to be implemented
Displacement map (data = Highpoly) has a property to set subdiv_levels
, add a similar property for Displacement map (data = Multires) so that on bake the modifier's subdiv levels will be set to preferred.
(Edit by @KirilStrezikozin) This is a question that was initially interpreted as a bug.
This bug report is:
Describe the bug
Some map types are missing their settings and can't be configured. There may be others but this at least applies to: AO, Cavity, Curvature and Thickness.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Should be able to configure things like samples, distance, etc as shown in the docs.
Screenshots
Here is AO for example:
Desktop (please complete the following information):
Hello,I hope global presets can include map formats.Because I often batch bake the maps of multiple objects to the specified format, but currently global presets cannot achieve this, I need to modify each object.Thank you very much!
Here is a demonstration video.
This bug report is:
Describe the bug
@spawd reported on Discord: Is 0 a valid VG index? Asking because I have an object with VG 4 and it's getting affected by a VG 0 object. different VG objects are also affecting each other, VG 8 is getting affected by VG 4
If I hide the other objects and rebake AO, it's baking as expected
It would be nice to have the option to upscale textures after the baking process.
Basically, i could bake my maps at 1k resolution and then upscale to 4K. I could then go and add fine details on the different maps without having to convert images to a higher resolution in another software beforehand or waiting for a 4k texture to be baked compared to the shorter baking time of a 1K texture.
The workflow i would be trying to achieve with this option is as follow:
-Bake simple (low detail) maps in 1K
-Upscale to 4K (no real loss of detail due to the simplicity of the texture)
-Open the upscaled texture in the texture editor and add fine details that would have otherwise been lost in a 1K bake
-Save the edited image as the new texture
It would allow me to save on baking time (rather considerable for the huge scene i work in) by rendering 1K textures instead of 4K for some low detail objects
This feature request is:
lack of info.
Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
Describe the solution you'd like to be implemented
A clear and concise description of what you want to happen.
Additional context
Add any other context or screenshots about the feature request here.
This feature request is:
Is your feature request related to a problem? Please describe.
Originally posted by @sangouzhi in #5 (comment):
Hopefully the ao baked results will be as good as the Marmoset Toolbag 4, although this is a bit tricky.
Describe the solution you'd like to be implemented
dithering
(article)Affect by other objects
property (Marmoset's bake tutorial for infoThis bug report is:
Describe the bug
@marcovivirito reported on Discord:
Can't set extrusion value higher than 1 in BakeMaster:
Although Blender allows values like 3m for extrusion:
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Extrusion value is passed to Blender Bake from BakeMaster. Therefore, BakeMaster's extrusion should allow the same values as Blender's default extrusion.
Desktop (please complete the following information):
Additional context
So far I've also found that BakeMaster's margin
property has a hard limit of 64, although Blender's one has a soft limit of 64.
This bug report is:
Describe the bug
@numity reported on Discord:
I have a question about baking with cage when turn on the "trianglate lowpoly"
when do that the tris count seem different between the low and the cage, then baker refuse to bake
To Reproduce
Steps to reproduce the behavior:
triangulate_lowpoly
in the Shading settings.Expected behavior
BakeMaster should also add a triangulate modifier to the Cage object to match the number of tris between lowpoly and cage objects.
Screenshots
triangulate_lowoply
, then bake.Desktop (please complete the following information):
This feature request is:
Is your feature request related to a problem? Please describe.
atokim from BlenderMarket:
Making resolution settings for texture sets and automatically applying them to baked maps is much faster and easier than doing it for every texture in every "baking job". It is logical to use the bake settings for each map for all texture sets automatically - there is no need to configure them individually each time - this is not a frequent case in my practice and in this case I will simply create a separate bake session.
Describe the solution you'd like to be implemented
Add functionality that will allow the user to set up a texture set and select a map to sync all settings with.
This feature request is:
Is your feature request related to a problem? Please describe.
Roivas#0001 (Discord):
Might be dreaming a bit too big here:
A right click context menu item in object mode 'Bake Selected...'
Describe the solution you'd like to be implemented
Will be useful as a quick bake solution.
This feature request is:
Is your feature request related to a problem? Please describe.
Currently, map preview is available for detached objects or when name matching is turned off. Containers don't.
Describe the solution you'd like to be implemented
There is a way to implement this by turning on a preview preview on for all objects inside the container.
I want to bake both the high model and the decal into the low poly, but I found that they cannot be merged and exported as one image. The decal is always a separate texture. I have recorded screenshots of the plugin and the original files here, hoping to solve this problem。
test.zip
This feature request is:
How about:
How I think it can be implemented:
Edited by @KirilStrezikozin:
This bug report is:
Describe the bug
@Zatelliti reported on Discord: I'm trying to bake from multiple Highpolies that was imported with 2 texture sets to a single Lowpoly (with 1 texture set). My issue is with Albedo or Diffuse Color as both bake produce same result as expected. The issue is that first highpoly bake is good but 2nd and 3rd are added on top and darkens previous baked area where it should just add nothing. (Default Blender Bake produce expected result). Am I doing something wrong? I have no composite node enabled.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
No darkening since it outputs wrong colors.
Screenshots
Currently:
Should be:
Desktop (please complete the following information):
This bug report is:
Describe the bug
@spawd reported on Discord: after updating to the new version, if I bake all I'm getting an 8K map but output has been set as 4K with supersampling 2x2. Upscaling is 1x1.
If I do "Bake this" it's a 4K map only
Desktop (please complete the following information):
This feature request is:
Is your feature request related to a problem? Please describe.
Roivas#0001 (Discord):
UV Repack -> add checkbox to average island sizes
This feature request is:
Is your feature request related to a problem? Please describe.
ronenosity (BlenderMarket):
I was wondering if your addon applies Color Management settings into the bakes in the same way that it gets applied to renders. I use this all the time to color-correct my renders - so it would be helpful to apply the same color corrections to baked textures.
Describe the solution you'd like to be implemented
Add a property to let the user choose whether the Color Management settings will stay or be turned off while baking.
Additional context
My reply: Blender compositor nodes are turned off at the bake time, because such color management is project-dependent, and usually baked maps are preferred to be neutral and represent the actual texture details of the mesh, and the scene colors can be tweaked after.
But: I'll make it.
This feature request is:
Is your feature request related to a problem? Please describe.
I always do Cavity and Convexity maps with BakeMaster's Curvature map by modifying the default values. Its default Cavity map is based on the Pointiness of the object, whereas it is expected to output results similar to if I were to bake an AO map with a tiny distance value.
Describe the solution you'd like to be implemented
Additional context
Self-reported.
This bug report is:
Describe the bug
Both @Fairplex and @creepererer initially reported this on Discord.
In Blender 4.0, this commit removed use_zbuffer
property, which BakeMaster ensures to be set to False
.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
No Code Execution Error and successful bake.
Desktop (please complete the following information):
I downloaded the demo in added to the addon folder but when I try to activate it there's an error saying "No module named 'BakeMaster-Blender-Addon-2'.
Is there a special trick to install ??
This bug report is:
Describe the bug
Fairplex on Discord found that:
the only real problem is the jobs group ignoring each other. I think if you make one of the cube emissive, the plane will ignore that
...
...
ahh I see what is the reall issue
when I tested, I only clicked "Bake this" instead of "Bake All", and bake this is indeed ignoring other objects
...
Bake this vs Bake All
that would be really nice to be able to bake each jobs separately, while somehow respecting the "renders" independently, if that make sens
Expected behavior
(Fairplex) Do you think it would be possible to just use "Bake this" acting the same as "Bake all", I mean, including other objects to the ray contribution ? in the case of my apartement, if I just want to update the lightmap of the living room, without having to bake every jobs.
Desktop (please complete the following information):
Additional context
Me replying:
yeah, I see that when using "Bake this" BM disables rendering of the rest of the BM objects
I'll change it to respect the "vg index" and "hide when inactive"
this will make BM cycle through its objects and set their render visibility as if the user pressed "Bake all"
thus maintaining render visibility states across all bakes of the current setup
This feature request is:
Is your feature request related to a problem? Please describe.
Snoopybob from BlenderMarket:
I can tell you that I have compared most of the addons of this type, and I haven't found any that offers this obvious feature. I am sure that many people would be interested in such a feature, especially in the field of video games. Merging maps is convenient, but when you are constrained to low resolutions, it is better to have one map per material.
Describe the solution you'd like to be implemented
a sub-table in which, when you select an object, the list of materials appears with the possibility of selecting those which will be baker individually, of those which one could merge.
Not easy to project but I think this is the kind of functionality that should be allowed to "unfold" once an option is checked. This allows the user to glimpse new and more refined possibilities.
Just an idea, I hope it inspires you
Additional context
my option:
A section called "Material Groups" where you could specify unique material groups and add one or multiple objects' materials to them. With this kind of customization, you could be able to not bake all materials merged or all separately, but instead, for ex, choose mat1, mat2, mat4 to bake merged and mat3 separately from them.
This feature request is:
Is your feature request related to a problem? Please describe.
thomas | Spaceflower#2247 (Discord):
make this a scroll box if possible. Would help with that many objects
Describe the solution you'd like to be implemented
Some UIList
s have a fixed rows
value equal to the number of items in it. Need to add a scroll bar if that number is too big.
Hi,
I am Meet. I am facing issue with 'Bake all' option in the bake master addon. I have around 60 objects which needs to be baked. However When I add all those objects and press bake all, only one object get baked.
Please provide some solution to this issue as soon as possible.
Thank You.
This bug report is:
Describe the bug
Kas.st#8843 initially reported this on Discord. In short, when baking maps to vertex colors with a channel pack set up for these maps, the channel pack is not performed and only the first vertex color bake is saved, others are blank. Reason: channel packing was not implemented for maps baked to vertex colors.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Channel packing for maps baked to vertex colors to work properly.
Desktop (please complete the following information):
Additional context
@kas.st#8843 replied:
I thinking a good approach to fixing the issues are to 1. fix the overwriting of the first vertex attribute => all data is written to the channels, 2. post process packing: create new attribute and copy individual channels. (3. delete 'buffer attributes')
This feature request is:
Is your feature request related to a problem? Please describe.
marcovivirito (Discord) was looking for a way to 'bake from view'. 'Bake from view' is not an official term and means using a render camera to render-bake from a particular view or baking details down onto a flat plane (high-to-lowpoly). The initial issue marcovivirito faced is not connected to this issue, but making BakeMaster's Decal object baking more universal may suit his initial needs.
Describe the solution you'd like to be implemented
Currently, only Decal Pass map is baked using the render-bake approach (read brief explanation above). Even if BM Object is a Decal Object, all other maps are not render-baked, but just simply baked using the object's UVs.
Also, Decal Pass baking enforces object rescaling to fit within 1x1 m box, and the offset value cannot be previewed.
What I'm planning to implement is:
This feature request is:
Is your feature request related to a problem? Please describe.
thomas | Spaceflower#2247 (Discord) & JaxMurderer#1792 (Discord)
There is a thing like Bake Job Group
but it's far from perfect bake jobs. People need the ability to actually create bake jobs as a highest-level configuration of BakeMaster.
Describe the solution you'd like to be implemented
Bake Jobs
containing bake jobs.bm_aol
won't be the top-level CollectionProperty
but bm_bake_jobs
will.Bake current object
, Bake current Bake Job
, Bake all Bake Jobs
.This bug report is:
Bug description
Runtime error: No marker in the image file path when baking udims externally.
To Reproduce
Steps to reproduce the behavior:
Bake Tiled image to the disk.
When it's being saved, error appears.
Expected behavior
Successful save of tiled image to the disk
Screenshots
https://media.discordapp.net/attachments/1006789388493144140/1030161682833604629/unknown.png
Desktop (please complete the following information):
This bug report is:
Original report by: Northope#3887 (Discord)
Describe the bug
There seems to be an issue with baking from multires modifier with bake master it causes edging artifacts on the border of the faces:
With internal blender:
To Reproduce
Steps to reproduce the behavior:
Screenshots
BakeMaster settings (everything else is default):
This bug report is:
Describe the bug
Buster Charlie from Discord: I think this addon like added a bazillion triangulation modifiers to my mesh?
To Reproduce
Steps to reproduce the behavior:
Triangulate lowpoly
Expected behavior
BakeMaster should check if Triangulation mod already exists in the modifiers stack.
Desktop (please complete the following information):
This bug report is:
Describe the bug
soeinfeuerball (Discord) found out that BakeMaster doesn’t look inside node groups. This bug is also related to sovanima (Discord), who mentioned that BakeMaster may not work properly for complex materials. The latter is a separate issue (actually this bug fix may have fixed that one now), this bug report focuses on what soeinfeuerball faced.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
BakeMaster should inspect node groups and not just treat them as a single node.
Screenshots
soeinfeuerball's screenshot with the original model on the right and the baked one on the left:
Desktop (please complete the following information):
Additional context
This is about reworking mat_replug
This bug report is:
Describe the bug
@sovanima reported on Discord:
I was trying to bake the same map over and over again making changes during the object to bak onto were actually "invisible" for the plugin because they wehe izolated at the vieport... 🙂
Advice:
Solution:
Desktop (please complete the following information):
This bug report is:
Describe the bug
I'm not 100% sure about the causes of occurrence of this issue but when a Full Object Preset gets executed, sometimes it causes blender to crash.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
No crashes.
Logs
Stack trace is not included. In short, crash happens on thread initialization, likely at the start of the process of preset execution (which is based on plain .py
files) or when operator properties get written to the register (because I included REGISTER
for bl_options
for the execute_preset
operator . Here are python backlogs, but they turned out to not tell anything useful. Actual stuff is in the stack trace.
# Blender 3.6.2, Commit date: 2023-08-16 16:43, Hash e53e55951e7a
bpy.context.scene.bm_props.global_alep_objects_active_index = 0 # Property
bpy.context.scene.bm_props.global_alep_objects[0].use_affect = False # Property
bpy.context.scene.bm_props.global_alep_objects[0].use_affect = True # Property
bpy.ops.bakemaster.execute_preset_bakemaster(filepath="C:\\Users\\kempl\\AppData\\Roaming\\Blender Foundation\\Blender\\3.6\\scripts\\presets\\bakemaster_presets\\PRESETS_FULL_OBJECT_decal_hl_uv_csh_out_maps_chnlp_bake\\bake_job.py", menu_idname="BM_MT_FULL_OBJECT_Presets", preset_label="Full Object Preset") # Operator
bpy.ops.bakemaster.execute_preset_bakemaster(filepath="C:\\Users\\kempl\\AppData\\Roaming\\Blender Foundation\\Blender\\3.6\\scripts\\presets\\bakemaster_presets\\PRESETS_FULL_OBJECT_decal_hl_uv_csh_out_maps_chnlp_bake\\bake_job.py", menu_idname="BM_MT_FULL_OBJECT_Presets", preset_label="Full Object Preset") # Operator
bpy.ops.bakemaster.execute_preset_bakemaster(filepath="C:\\Users\\kempl\\AppData\\Roaming\\Blender Foundation\\Blender\\3.6\\scripts\\presets\\bakemaster_presets\\PRESETS_FULL_OBJECT_decal_hl_uv_csh_out_maps_chnlp_bake\\bake_job.py", menu_idname="BM_MT_FULL_OBJECT_Presets", preset_label="Full Object Preset") # Operator
bpy.ops.bakemaster.execute_preset_bakemaster(filepath="C:\\Users\\kempl\\AppData\\Roaming\\Blender Foundation\\Blender\\3.6\\scripts\\presets\\bakemaster_presets\\PRESETS_FULL_OBJECT_decal_hl_uv_csh_out_maps_chnlp_bake\\bake_job.py", menu_idname="BM_MT_FULL_OBJECT_Presets", preset_label="Full Object Preset") # Operator
bpy.context.scene.bm_props.global_alep_objects_active_index = 0 # Property
bpy.ops.bakemaster.execute_preset_bakemaster(filepath="C:\\Users\\kempl\\AppData\\Roaming\\Blender Foundation\\Blender\\3.6\\scripts\\presets\\bakemaster_presets\\PRESETS_FULL_OBJECT_decal_hl_uv_csh_out_maps_chnlp_bake\\bake_job.py", menu_idname="BM_MT_FULL_OBJECT_Presets", preset_label="Full Object Preset") # Operator
bpy.context.scene.bm_props.global_alep_objects_active_index = 0 # Property
bpy.ops.bakemaster.execute_preset_bakemaster(filepath="C:\\Users\\kempl\\AppData\\Roaming\\Blender Foundation\\Blender\\3.6\\scripts\\presets\\bakemaster_presets\\PRESETS_FULL_OBJECT_decal_hl_uv_csh_out_maps_chnlp_bake\\bake_job.py", menu_idname="BM_MT_FULL_OBJECT_Presets", preset_label="Full Object Preset") # Operator
bpy.ops.bakemaster.execute_preset_bakemaster(filepath="C:\\Users\\kempl\\AppData\\Roaming\\Blender Foundation\\Blender\\3.6\\scripts\\presets\\bakemaster_presets\\PRESETS_FULL_OBJECT_decal_hl_uv_csh_out_maps_chnlp_bake\\bake_job.py", menu_idname="BM_MT_FULL_OBJECT_Presets", preset_label="Full Object Preset") # Operator
bpy.ops.bakemaster.execute_preset_bakemaster(filepath="C:\\Users\\kempl\\AppData\\Roaming\\Blender Foundation\\Blender\\3.6\\scripts\\presets\\bakemaster_presets\\PRESETS_FULL_OBJECT_decal_hl_uv_csh_out_maps_chnlp_bake\\bake_job.py", menu_idname="BM_MT_FULL_OBJECT_Presets", preset_label="Full Object Preset") # Operator
# backtrace
Exception Record:
ExceptionCode : EXCEPTION_ACCESS_VIOLATION
Exception Address : 0x00007FF65FB35C40
Exception Module : blender.exe
Exception Flags : 0x00000000
Exception Parameters : 0x2
Parameters[0] : 0x0000000000000000
Parameters[1] : 0xFFFFFFFFFFFFFFFF
Stack trace:
User note: long stack trace is not included on purpose.
# Python backtrace
File "C:\Users\kempl\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\BakeMaster-Blender-Addon-Dev\presets.py", line 1528 in draw
Desktop (please complete the following information):
This feature request is: not a duplicate
Is your feature request related to a problem? Please describe.
When having lots of meshes it's frustating to setup all settings for every mesh.
Describe the solution you'd like to be implemented
Solution could be if we get an option to change all model settings.
(below edited by @KirilStrezikozin)
Tasks:
This feature request is:
Describe what you'd like to be implemented
@BusterCharlie wrote on Discord (rephrased):
Adding cage visualization would be a good feature.
Additional context
EZ Baker probably has that viz impl (update: EZ Baker's cage preview is dogwater).
This feature request is:
Is your feature request related to a problem? Please describe.
@marco Vivirito#6424 wrote on Discord: any way to rename an object without breaking it in the bakemaster bake list?
This feature request is:
Is your feature request related to a problem? Please describe.
(private - Discord)
I’m a gamedev working with unreal. The goal is to pack the whole pipeline into Blender.
The game we’re working on needs a lot of small wooden figures like in a Tabletop game.
During the production, we will make many changes to the assets, that’s why I need a very flexible asset pipeline. Right now I have up to 100 single objects to bake into one UV Atlas. They have to be single objects because they store individual geo data, which I pass into the shader.
During production, I need to add more and more objects into the same Texture Atlas (fill up the Atlas till I need a new one). So I only bake the new object into the existing texture to save time. All I have to do is properly manage the UVs.
The drawback is that I have to handle all the textures in Blender. Switching the right texture in the shader to bake into it. This feels hacky and wrong and it is quite limited and not flexible.
What would I need for Bakemaster:
I’m not exactly sure how this would work out, but my idea would be like this:
I have a bake job. In this, I define the target textures (Atlas for Color, Normal etc.) With settings like resolution and so on.
To this bake job, I add all objects that should go into the Atlas.
Baking will add the objects to the existing texture. I can choose which objects in the Bake Job are added. So if I want to, only one object gets added to the atlas (or overwritten).
Describe the solution you'd like to be implemented
That requires a lot of thinking about implementation but the request's fantastic!
Manager
panelThis bug report is:
Describe the bug
When multiple objects are added to BakeMaster, they do not follow the order they had in Blender Outliner.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Should the order of objects be preserved?
Screenshots
1a. Order in the Outliner:
1b. Order in BakeMaster:
The reason probably is
BakeMaster respects the alphabetical order of Meshes:
The behavior of the following case is unknown:
2a. Order in the Outliner:
2b. Order in BakeMaster:
Desktop (please complete the following information):
Additional context
Found and reported by @KirilStrezikozin.
This bug report is:
Describe the bug
Originally reported by: Max Bern (Telegram)
Occasionally image format value gets written twice in the image name:
To Reproduce
Steps to reproduce the behavior:
Unknown.
Desktop (please complete the following information):
Additional context
Not sure if it's a connected issue, but blender crashes with the setup of Albedo, Roughness, Normal, AO after finishing baking AO and puts .png.png into map's name.
This bug report is:
Describe the bug
I access bpy.types.PropertyGroup
classes from some classes like Highpoly
, Map
, Channel Pack
, or Cage
. But I haven't got an update for stored classes' prop group indexes when the class they refer to gets removed.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
This isn't a big deal and I'm even releasing the 2.0 without fixing it, but just so I know all shitty updates for highpoly class is useless as it cannot get the first lines through that holder_index
. I actually have never removed any highpolies after configuring them, so this error should be rarely caught by the user.
Desktop (please complete the following information):
Additional context
I reported this just not to forget ^-^
This feature request is:
Is your feature request related to a problem? Please describe.
This request is self-reported.
Describe the solution you'd like to be implemented
Bake History
Delete
button. When pressed, BakeMaster will try to delete images that were baked on that specific bake. Or just delete bake history item and leave everything that was baked.Expand
button. When pressed, bake history item expands and there're a couple more controls:This feature request is:
Is your feature request related to a problem? Please describe.
This request is a follow-up of #63. For example, if a user has ACES color profile and would like to set a color space for baked textures different from the ones available in BakeMaster ("Most common"), he would open addon preferences and set "All" instead of "Most common" for BakeMaster texture color spaces to achieve his goal.
Describe the solution you'd like to be implemented
A toggle to choose between "Most common" and "All" available texture color spaces in BakeMaster addon preferences. If "All" is chosen, BakeMaster will get the list of all available device transforms in Blender and all of their corresponding texture color spaces. Then these options are displayed in BakeMaster color management settings. For "All" color spaces option, display their dropdown as a Menu with a search bar (same ACES example with its huge list of color transforms)
This bug report is:
Describe the bug
The bug description is outlined in the steps below. Each of them covers a separate problem.
"edit: exclude black from ID colors. fix: identical colors were chosen for Materials ID"
) - 5097e66To Reproduce
Steps to reproduce the behavior:
Expected behavior
ID and Mask maps should work as documented, without errors. Original materials should be restored. I'm expecting these maps to work if I have other maps baking or multiple IDs/Masks.
Screenshots
By JDFKAJFAF (BlenderMarket):
Desktop (please complete the following information):
Additional context
Self-reported, firstly caught by JDFKAJFAF (BlenderMarket).
This bug report is:
Describe the bug
Blender 4.0 brought many internal and API changes, one of which is the Principled BSDF node. BakeMaster should adapt and be able to bake successfully in Blender 4.0.
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A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.