SPA Material BakerV3 Documentation

The complete field guide

Turn complex materials into production-ready textures.

A practical guide to every workflow, setting, pass, optimization tool, decal option, and output rule in SPA Material Baker V3.

12output passes6guided workflowsCtrl + Fopen the baker
SPA Material Baker V3 · Complete Guide
SPA Material Baker V3 Complete Guide artwork showing a layered material sphere and baked texture channels
01Editor pluginRuns inside Unreal Editor
02/Game assetsRequired for source and output
03Mesh UVsAlways used by V3
04GLTF ExporterUsed for GLB output

Complete capability overview

Baker features

Everything available in SPA Material Baker V3, grouped into one quick reference. Orange cards marked New in this version identify only the latest additions and changed behavior.

New in this version

Latest baker interface

All major controls in one editor panel

The current interface brings Bake Options, Mesh Settings, Material Settings, Bake Settings, texture passes, Light Data, decal controls, and export naming into one workflow.

Open full-size interface ↗
Latest SPA Materials Baker V3 interface showing bake options, mesh and material settings, output passes, Light Data, decal baking, and export naming controls
New in this version

Scene-based mesh selection

Select the Static Mesh or Skeletal Mesh actor/component from the Level Editor. The scene target supplies its real transform, component overrides, and data for World Space Correction and Light Data traces.

Updated workflow ↓
New in this version

Mesh material resolution

Leave the panel Material empty to use the selected component's Material Index slot, followed by the mesh asset slot. Select a panel Material when the slot is empty or when an intentional override is needed.

Material rules ↓
New in this version

Exact Pixel Cover control

Choose 0–64 pixels with a default of 3. Values 1–64 apply an exact dilation distance; 0 provides unlimited coverage for regular baked textures.

Pixel Cover guide ↓
New in this version

Visibility-aware Light Data

Bake a grayscale shadow mask from visible Directional, Point, Spot, and Rect lights. Hidden lights and occluders are ignored, while uncovered or unlit texels remain neutral white.

Light Data guide ↓
New in this version

Light Data into Albedo

Multiply the Light Data mask into Albedo in linear color space, preserve Albedo alpha, and save one combined Base Color texture without a separate Light Data output.

Combine behavior ↓
Mesh support

Static and Skeletal Meshes

Bake LOD0 geometry from Static Mesh and Skeletal Mesh components across normal, indexed, batch, UV-channel, generated-material, and GLB workflows. Mesh Optimizer remains Static Mesh-only.

Support details ↓
Material slots

Single Index and Bake All Index

Bake one selected Material Index for focused output, or enable Bake All Index to process every valid mesh material slot into the selected texture passes.

Selection guide ↓
Multiple meshes

Batch Baking

Queue multiple scene components, use one shared material or each mesh's assigned materials, and choose a combined atlas or separate Batch Per Mesh texture sets.

Batch modes ↓
New in this version

Mesh Optimizer

Create a new one-slot Static Mesh, normalized UV0 atlas, combined texture set, and generated baked material while preserving the original source mesh. Its UV workflow includes Exist UV for an authored channel, Repack UV for existing islands, and Generate UV Atlas for a fresh layout.

Optimizer workflow ↓
UV control

Selected UV Channel and Validation

Choose the LOD0 UV channel used by every baked pass, decal, Light Data texture, and Auto Material sampler. Optional validation checks empty, invalid, and overlapping UV data.

UV channel guide ↓
Material evaluation

World Space Correction

Preserve component transform, bounds, orientation, and primitive data when baking triplanar, PixelNormalWS, object-space, and world-aligned material logic.

Mesh controls ↓
Texture output

Twelve Output Passes

Bake Albedo, Normal, Roughness, Metallic, Specular, AO, Light Data, Displacement, Opacity Mask, Emissive, AlphaBlend, and CustomMap with per-pass color-space control.

Output passes ↓
Packing

ORM Packing

Pack Ambient Occlusion into red, Roughness into green, and Metallic into blue for a compact material-data texture with Linear sampling.

Packing reference ↓
New in this version

RGBA and Opacity Mask Baking

Bake the real material Opacity Mask as a standalone pass, apply Mask Threshold cleanup when needed, or enable RGBA to place the mask in Albedo/Diffuse alpha while preserving the RGB color result.

RGBA and mask controls ↓
New in this version

Decal Baking

Project compatible scene decals and masked mesh overlays into selected outputs with orientation controls, Height Blend, and the reliable Texture Projection workflow.

Detailed Decal guide ↓
Generated materials

Auto Material and Assign to Mesh

Create or intelligently update a generated master and material instance from the baked passes, then assign the result to supported mesh components or assets.

Auto Material guide ↓
New in this version

GLB Export

Export selected level mesh actors into one binary glTF file with component materials and textures, with optional JPEG output and adjustable compression.

Export guide ↓
Finishing and delivery

Texture Controls, Naming, and Paths

Control format, resolution, color space, sharpness, mask threshold, flat or inverted normals, safe /Game output paths, prefixes, UV suffixes, and pass naming.

Output controls ↓

Quick start · five minutes

Your first successful bake

Begin with this safe baseline. Add optimization, batching, light data, or decals only after the basic result is correct.

  1. 1

    Open the tool

    Press Ctrl + F in the Level Editor or use the SPA Materials Baker menu entry. The shortcut focuses the existing window when it is already open.

    Editor
  2. 2
    New scene workflow

    Pick the mesh from the scene

    In this version, always select the Static Mesh or Skeletal Mesh actor/component in the Level Editor viewport, then assign that scene selection in Mesh Settings. Choose the required Material Index for a single-slot bake. The scene component supplies the real transform, component material overrides, and data required by World Space Correction and Light Data.

    New · Scene
  3. 3
    New material resolution

    Use the mesh material or a panel override

    Leave Material empty to bake the material assigned to the selected scene component's Material Index slot; if there is no component override, the baker checks the mesh asset slot. If that slot is empty, select a material in the baker's Material Settings panel to supply the source. A material chosen in the panel also acts as an intentional override when the slot already contains a material. Enable World Space Correction for triplanar, PixelNormalWS, object-bounds, or world-aligned material logic.

    New · Material
  4. 4

    Choose output settings

    Start at 1K. Enable Dilation UV with 3 Pixel Cover. Select Albedo/Diffuse, Normal, Roughness, and Metallic. Keep masks and numeric data Linear.

    Output
  5. 5

    Name, bake, and inspect

    Use a valid /Game/… export folder and a short base name. Press Bake, then inspect seams, normal orientation, color space, and asset naming.

    Bake
!

Important UV behaviorSPA Material Baker can bake source meshes that use tiled UVs or overlapping UVs; an overlap is not automatically a bake failure. UV Validation is optional because many materials intentionally tile or stack islands. If Validation reports a UV overlap error and the overlap is intentional, turn Validation off and continue. Use a unique, non-overlapping UV channel for Light Data, decal atlases, Mesh Optimizer output, and conventional reusable texture sets, because overlapping surfaces write into the same output texels.

Recommended first testBake one material index at 1024×1024. Raise the resolution only after the result is correct.

Production behavior explained

Detailed guides

Complete guidance for scene targets, material resolution, batch baking, Mesh Optimizer, UVs, Pixel Cover, Light Data, Decal Baking, generated materials, and output naming. Orange guides describe new-version behavior.

01

Source resolution

Mesh and material selection rules

A mesh is always required. In a normal single-index bake, selecting a material is optional because the baker can read the material from the selected mesh slot.

Mesh selected · Material empty

The baker reads Material Index from the selected scene component first. If no component override exists, it reads that slot from the Static or Skeletal Mesh asset.

Mesh selected · Material selected

The selected material becomes an override. It is baked onto the selected mesh UVs instead of the material currently assigned to that mesh slot.

Selected material is a Deferred Decal

It is treated as a decal source, not the base mesh material. The baker ignores it as the base and falls back to the selected mesh slot.

Selected slot is empty

Baking stops unless a valid override material is selected. Assign a slot material or choose an override in Material Settings.

Select meshSelect Material IndexOptional material overrideSelect passes and bake
Important

The selected material changes what is evaluated; it does not change the target geometry or UVs. The selected mesh always provides the bake surface and selected UV channel.

02

Multiple scene meshes

Batch Baking, Use Meshes Material, and Batch Per Mesh

Batch Baking accepts level scene components only. Select Static Mesh or Skeletal Mesh actors/components in the viewport and click Add Selected. Content Browser-only entries cannot supply component transforms or correct Light Data shadow tracing.

ModeMaterial sourceOutput behaviorBest use
Batch Baking

One material selected in Material Settings

One combined batch/atlas output set

Apply the same material to several meshes

+ Use Meshes Material

Each component's material slot

One combined atlas using mesh/material pairs

Mixed materials consolidated into shared outputs

+ Batch Per Mesh

Always resolves from each mesh/component slot

A separate named texture set for every mesh

Independent assets and clean per-object delivery

  • Add Selected queues the current viewport selection.
  • Remove Selected removes highlighted queue entries; Clear empties the queue.
  • Batch Per Mesh does not require a picked material, even when Use Meshes Material is off.
  • World Space Correction requires every batch item to remain linked to a valid scene component.
  • Light Data is evaluated per scene instance, so component transform and trace-ignore data remain correct.
03

Supported geometry

Skeletal Mesh support

SPA Material Baker supports Static Meshes and Skeletal Meshes for normal, Bake All Index, batch, Batch Per Mesh, GLB selection, UV-channel selection, Auto Material, and material assignment.

Supported

  • LOD0 imported Skeletal Mesh geometry
  • Material-slot and override resolution
  • Single-index and Bake All Index workflows
  • Scene-component batch workflows
  • Skeletal UV-channel count and clamping
  • Generated material assignment to component and asset slots
  • World Space Correction from a selected Skeletal Mesh component

Current limitation

  • Mesh Optimizer is Static Mesh-only.
  • The Skeletal Mesh must have a valid imported LOD0 model.
  • The bake captures the mesh geometry/material state used by the editor workflow; it does not create or modify animation data, skin weights, skeletons, or a new optimized Skeletal Mesh.
Optimizer rule

Enabling Mesh Optimizer with a Skeletal Mesh is rejected. Use a normal Skeletal Mesh bake or Batch Per Mesh instead.

04

One mesh · one material

Complete Mesh Optimizer workflow

Mesh Optimizer converts a multi-slot Static Mesh into a new optimized mesh with one material slot, a normalized UV0 layout, a baked texture set, and a generated material.

  1. Select a Static Mesh.

    The mesh must contain at least one material slot and valid LOD0 geometry.

  2. Enable Mesh Optimizer.

    The baker automatically enables Bake All Index, mesh-UV baking, and Auto Material. It disables Batch Baking, Use Meshes Material, Batch Per Mesh, path-relative naming, and direct Assign to Mesh.

  3. Choose one UV strategy.

    The selected strategy determines how every original slot is placed into the new optimized UV0.

  4. Select passes, resolution, and output path.

    All valid material slots are baked into one atlas per selected pass.

  5. Bake.

    The tool creates the optimized Static Mesh, combined textures, master/material instance output, and assigns the generated baked material to the new optimized mesh.

Method A

Exist UV

Uses a chosen existing source channel. Best when that channel already has unique, non-overlapping islands suitable for one atlas. When multiple channels exist, the optimizer initially prefers UV1.

Method B

Repack UV

Keeps existing island shapes but repacks them into normalized 0–1 space. Use when the topology and seams are good but island placement or scale needs consolidation.

Method C

Generate UV Atlas

Creates a fresh atlas. Use when existing UVs overlap, tile heavily, waste space, or cannot safely store all material slots in one texture set.

Result

The optimized asset uses one material slot and the new atlas in UV0. The original source mesh and its materials are not replaced.

05

Texture placement

Selected UV channel explained

The UV Channel value selects the LOD0 texture-coordinate channel used to rasterize the bake. The input is automatically clamped to the channels that exist on the selected Static or Skeletal Mesh.

UV0

Normal material UVs. Appropriate when islands do not overlap, or when intentional tiled/UDIM behavior is expected by the workflow.

UV1+

Useful for unique unwraps, lightmap-style layouts, or alternate texture sets. Output names receive _UV1, _UV2, and so on to prevent overwriting UV0 results.

All passes follow it

Albedo, masks, normals, ORM, decals, Light Data, and Auto Material texture samplers use the same selected channel.

Validation

Enable Validation to check finite/non-empty UV data and overlaps. It is intentionally optional because tiled UVs may overlap by design.

  • Use a unique, non-overlapping UV channel for Light Data, decal atlases, and conventional baked texture sets.
  • Overlapping islands cause multiple surfaces to write into the same texels.
  • Closely packed islands need enough padding for Dilation UV / Pixel Cover.
  • World Space Correction changes scene/object inputs, not the selected UV channel.
  • The generated Auto Material creates a Texture Coordinate node using this same channel.
06

UV edge padding

Dilation UV and Pixel Cover

Dilation UV expands valid edge colors beyond UV islands to reduce seams and filtering artifacts. Pixel Cover controls how far that expansion travels; it does not resize or repack the UV islands themselves.

Dilation UV off

No edge expansion is performed. Pixel Cover is disabled and has no effect.

Pixel Cover 0

Unlimited coverage for regular baked textures: dilation continues until every reachable empty texel is filled. For Light Data, unused texels stay neutral white so shadows do not flood the atlas.

Pixel Cover 1–64

Applies that exact expansion distance in pixels. The default is 3 pixels.

Choosing a value

Use enough padding for filtering and mipmaps, but leave room between islands. Larger values can pull colors from neighboring islands and create bleed.

  • Start with the default value of 3 for ordinary 1K test bakes.
  • Raise the value when seams remain and the UV islands have sufficient spacing.
  • Lower it when nearby islands contaminate one another.
  • Resolution matters: the same numeric distance covers a smaller portion of a higher-resolution texture.
  • Pixel Cover applies to single, Bake All Index, batch atlas, Batch Per Mesh, and optimized texture output.
Light Data exception

Because Light Data is multiplied with Base Color, its uncovered background must remain white. This prevents empty atlas space from darkening Albedo or spreading black shadow texels beyond real UV coverage.

07

Scene lighting

Bake Light Data

Light Data produces a grayscale, texture-space shadow multiplier from scene lights and visibility traces. White is neutral and darker values add shadowing. Direct-light brightness and color are not baked, so the generated material remains Default Lit and Unreal continues to provide the live lighting response.

Separate Light Data pass

Saves a _LightData texture so the mask can be adjusted or combined later. Keep this numeric mask Linear.

Bake into Albedo/Diffuse

Automatically enables Base Color and Light Data, multiplies them in linear color space, preserves Albedo alpha, and saves one combined Base Color. The separate Light Data texture is not saved.

Strength · 0–4

0 makes the mask white and removes shadow darkening. 1 preserves the calculated mask; values below 1 lighten shadows and values above 1 deepen them. The setting affects both separate and combined output.

Scene requirement

Use a selected level component for correct world transforms, normals, and shadow traces. Batch items must remain linked to their scene components.

Included

  • Directional, Point, Spot, and Rect lights
  • Only lights currently visible in the editor
  • Light attenuation, direction/cone, source size, and Cast Shadows state
  • Visible shadow-casting actors and components, including self-shadowing geometry

Neutral / ignored

  • Hidden actors, hidden components, and hidden lights are ignored
  • Unsupported light types are ignored
  • Texels with no relevant light remain neutral white
  • Direct-light color and brightness remain live renderer responsibilities
  • Light Data follows the selected bake UV channel, including UV1+ and the final optimized UV0 atlas.
  • Choose a unique, non-overlapping UV channel; overlaps make unrelated surfaces share lighting texels.
  • When saved separately, positive Pixel Cover values dilate the shadow-mask edge by that exact distance.
  • Pixel Cover 0 keeps unused Light Data texels neutral white instead of spreading dark shadow pixels across the atlas.
  • When Light Data is combined into Albedo, the Light Data padding remains neutral while the Albedo receives the selected dilation.
What this pass stores

Light Data is a reusable shadow/visibility mask, not a replacement for Unreal's lighting. A scene with no relevant visible lights produces neutral white rather than a black texture.

08

New layered-detail baking

Complete Decal Baking workflow

Enable Bake Decals to composite visible scene decals and compatible masked mesh overlays into the texture passes already selected for the base material bake. The target must be a valid scene component so projection and receiver transforms are correct.

Texture Projection · recommended

Reads compatible decal texture inputs and projects them directly into Albedo, Normal, Roughness, Metallic, AO, ORM, Opacity Mask, and Displacement. It is the fast, stable production path.

Final Render Capture · experimental

Attempts to capture Unreal's rendered decal result for more complex graphs. It is slower, disables projection-orientation controls, and falls back when valid capture data is unavailable.

Pass-aware compositing

Decals affect only outputs already selected for the material bake. Missing or incompatible decal inputs are skipped instead of creating unrelated passes.

Scene visibility

Use the intended visible decal actors/components around the selected receiver. Scene placement, projection volume, orientation, and receiver geometry determine where the decal is written.

Projection controls

  • Rotate 0°, 90°, 180°, or 270°
  • Default orientation is 180° with Flip U enabled
  • Flip U and Flip V correct mirrored projection
  • Single and batch baking are supported

Advanced blending

  • Height Blend uses receiver Height/Displacement to reduce coverage on raised detail
  • Strength controls how much height affects the decal
  • Contrast controls the softness or hardness of the cutoff
  • Masked Mesh Overlays flatten nearby planar cards using their triangles and UV0
  • Texture Projection is recommended for reliable texture-driven decal materials.
  • Height Blend requires useful receiver height/displacement data to produce a meaningful result.
  • Masked overlays need a compatible masked/translucent material or readable opacity texture and a suitable receiver-search depth.
  • If orientation is wrong, test the four rotations first, then adjust Flip U and Flip V.
Recommended setup

Select the receiver mesh from the Level Editor, enable only the passes the decal should modify, use Texture Projection, then verify orientation before enabling Height Blend or masked overlays.

09

Generated Unreal material

Auto Material and Assign to Mesh

Auto Material off

The baker creates and saves textures only. No master material or material instance is generated.

Auto Material on

The baker creates or intelligently rebuilds the generated master and creates a material instance connected to the selected passes, packing choices, and UV channel.

Assign to Mesh on

After the generated material is ready, it is assigned to the relevant Static or Skeletal Mesh component/asset material slot.

Mesh Optimizer

Auto Material is forced on, but the normal Assign to Mesh control is disabled. The generated material is assigned to the newly created optimized mesh instead.

  • Assign to Mesh is available only when Auto Material is enabled.
  • Single-index assignment targets the selected Material Index.
  • Static and Skeletal Mesh assets/components are supported.
  • The generated material's Texture Coordinate node uses the selected UV channel, including UV1+.
  • Batch assignment requires valid scene components; Batch Per Mesh creates and handles each per-mesh result independently.
10

Safe and predictable output

Naming and path rules

RuleBehavior

Export Path

Must be a valid Unreal package path below /Game. Colons, backslashes, double slashes, and external filesystem paths are rejected. Invalid input resets to /Game/BakedTextures and cancels that bake attempt.

Base name

Maximum 30 characters. Use letters, numbers, underscore, and hyphen. Texture output automatically receives the standard T_ prefix when missing.

Material Name

Prefixes the base with the selected override material. When no override is selected in single-index mode, it uses the resolved mesh-slot material name.

Mesh Name

Prefixes the base with the Static or Skeletal Mesh name. It is intentionally not added to combined Batch modes 1 and 2; Batch Per Mesh uses per-mesh naming.

UV suffix

UV0 keeps the normal name. UV1+ adds _UV1, _UV2, etc., preventing different UV-channel bakes from overwriting each other.

Material Index

Non-zero single-index output receives an index suffix where applicable, helping separate slot-specific results.

Pass suffix

Each output adds its pass identity, such as Albedo, Normal, Roughness, LightData, or ORM.

Example/Game/BakedTextures/T_SM_Chair_Baked_UV1_Normal

Mesh prefix + base name + selected UV channel + pass name.

Complete control reference

Every visible setting

Session mode

Bake Options

Choose normal baking, the new Mesh Optimizer, scene batch processing, or the new GLB export path.
Export GLB New

Exports all mesh actors currently selected in the Level Editor to one binary glTF file, including component transforms, assigned materials, and textures.

Export JPG New

Uses JPEG images for compatible GLB textures to reduce file size. Keep lossless output for normal maps and numeric masks when maximum accuracy matters.

Compression / Quality New

Compression accepts 0–99; higher compression creates smaller, lower-quality JPEGs. Displayed Quality is calculated as 100 − Compression.

Mesh Optimizer New

Creates a new one-slot Static Mesh, normalizes the final atlas into UV0, bakes every valid material index into combined textures, generates a material, and leaves the original mesh unchanged.

Exist UV Optimizer

Mesh Optimizer method that uses an authored source UV channel. The final optimized layout is stored in UV0.

Repack UV Optimizer

Mesh Optimizer method that preserves island shapes while repacking them into normalized 0–1 space.

Generate UV Atlas Optimizer

Mesh Optimizer method that creates a fresh atlas when existing UVs overlap, tile, or are unsuitable for combined output.

Batch Baking

Bakes multiple scene mesh actors or components in one run. Select items in the viewport and add them to the Batch Assets List.

Use Meshes Material

Uses every queued mesh's assigned material and slot mapping instead of one manually selected material.

Batch Per Mesh

Exports a separate texture set for each queued mesh.

Batch Assets List

Add Selected queues the current level selection. Remove Selected and Clear manage the list. The list is designed for level scene meshes.

Bake target

Mesh Settings

Select the target from the Level Editor scene, then define its material slot and UV data.
Select Mesh New scene workflow

Select a Static Mesh or Skeletal Mesh actor/component in the Level Editor viewport and assign that scene selection. The component supplies its real transform, bounds, and material overrides.

Material Index

Selects one material slot for single-index baking. With the panel Material empty, the baker checks this component slot first and then the mesh asset slot. Disabled by Batch Baking, Bake All Index, and Mesh Optimizer.

Bake All Index

Bakes every material slot into the selected outputs. Available for single- and multi-slot meshes.

UV Channel

Selects the mesh UV channel used by the bake. Use a unique, non-overlapping channel for Light Data and atlas-style output.

World Space Correction

Preserves component transform, bounds, orientation, and primitive data for world-space, object-space, triplanar, and PixelNormalWS material logic.

Validation

Optional UV preflight checking finite and non-empty UV data plus overlap problems. Disabled by default for faster routine baking.

Material source

Material Settings

Resolve the mesh-slot material or supply an override, then configure padding and generated-material output.
Material New resolution

Optional in a normal single-index bake. Leave it empty to use the selected scene component or mesh asset slot. Choose a /Game material when that slot is empty or to intentionally override an occupied slot.

Dilation UV

Enables edge-color expansion around UV islands to reduce seams and filtering artifacts. When disabled, Pixel Cover has no effect.

Pixel Cover New

Sets UV dilation from 0–64 pixels; the default is 3. For regular textures, 0 means unlimited coverage and 1–64 are exact pixel distances. Larger values can bleed into nearby islands. Light Data keeps unused pixels neutral white when set to 0.

Auto Material

Creates a generated Unreal material using the newly baked textures.

Assign to Mesh

Applies the generated material to the selected mesh or component when a compatible target is available.

Texture output

Bake Settings

Control output size, packing, opacity, cleanup, normals, Light Data, and per-pass color handling.
Texture Format

Chooses the output texture format used for the generated assets.

Texture Size

Sets the square bake resolution. Use 1K while testing and increase it for final output.

Pack ORM

Writes Ambient Occlusion into red, Roughness into green, and Metallic into blue.

RGBA New

Packs the real material Opacity Mask into Albedo/Diffuse alpha while preserving RGB. It automatically enables Base Color and Opacity Mask and saves one RGBA Albedo texture.

Sharpness

Applies post-bake sharpening. High values can create ringing around hard edges and UV boundaries.

Mask Threshold Opacity

Controls standalone or RGBA-packed Opacity Mask cleanup. Zero preserves the evaluated grayscale mask; higher values create a harder black/white cutoff.

Flat Normal

Produces a flat normal map instead of the evaluated material normal.

Invert Normal

Flips the normal map green channel for applications using the opposite Y convention.

Linear / Color

Each pass has a color-space checkbox: unchecked means Linear, checked means Color/sRGB.

Bake Light Data into Albedo/Diffuse New

Automatically enables Albedo and Light Data, multiplies the grayscale shadow mask into Albedo in linear color space, preserves alpha, and saves no separate Light Data texture. It does not bake direct-light brightness or color.

Light Data Strength New

Controls shadow darkness from 0–4: 0 removes darkening, 1 preserves the calculated mask, below 1 is lighter, and above 1 is darker. It affects separate and Albedo-combined output.

Texture data map

Output passes

Select at least one pass. Treat masks and numeric surface data as Linear unless a target pipeline specifically requires otherwise.

01

Albedo / Diffuse

Evaluated base color. Can receive baked Light Data and decals.

02

Normal

Evaluated material normal, with optional flat output and Y inversion.

03

Roughness

Standalone or green channel in packed ORM.

04

Metallic

Standalone or blue channel in packed ORM.

05

Specular

The material's specular response as a separate texture.

06

Ambient Occlusion

Standalone or red channel in packed ORM.

New

Light Data

Linear grayscale shadow/visibility multiplier from visible Directional, Point, Spot, and Rect lights. Strength ranges from 0–4, and the mask can be saved separately or multiplied into Albedo.

08

Displacement

Reads the real material Displacement path directly.

New

Opacity Mask

Reads the real material Opacity Mask input. Save it separately, clean it with Mask Threshold, or enable RGBA to pack it into Albedo alpha.

10

Emissive

Captures emissive output with HDR-aware processing.

11

AlphaBlend

Custom pass capturing alpha blending through the AO route.

12

CustomMap

Custom output stored through the AO channel.

Packed data texture

ORM channel map

Import and sample the combined map as Linear.

RAmbient OcclusionGRoughnessBMetallic

New in this version · Layered surface detail

Decal baking

Bake visible decal actors and compatible masked mesh overlays into passes already selected for the material bake.

Experimental

Final Render Capture

Attempts to capture Unreal's rendered decal contribution for complex materials. It is slower and may be less predictable.

  • For complex decal graphs
  • Falls back when capture is invalid
  • Disables projection orientation controls

Height Blend

Uses baked receiver Height/Displacement to reduce decal influence on raised detail.

Strength
0.4 subtle default · 1 full fade · above 1 stronger cutoff
Contrast
1 linear · 3 default · 4–8 sharper · 10+ hard cutoff

Projection orientation

Texture Projection opens with the tested deferred-decal orientation.

Rotate
0°, 90°, 180°, or 270° · default 180°
Flip U
Enabled by default
Flip V
Optional vertical mirror

Masked Mesh Overlays

Flattens nearby planar Static Mesh cards into the receiver using their triangles and UV0.

Included
Masked/translucent materials or readable opacity textures
Depth
Maximum receiver search distance in centimeters

Portable and predictable assets

GLB export, paths, and naming

Export selected scene actors to a portable GLB, or create Unreal texture and material assets below a valid /Game/… path.

New in this version

Export selected scene actors to GLB

Select one or more Static or Skeletal Mesh actors/components in the Level Editor and enable Export GLB. The baker writes one binary glTF file with component transforms, assigned materials, and textures.

  • Export JPG uses JPEG for compatible embedded textures.
  • Compression accepts 0–99; displayed Quality is 100 − Compression.
  • Prefer lossless images for normal maps and numeric masks when accuracy is more important than size.
Export Path/Game/BakedTextures

├─ BakedTexture_Albedo
├─ BakedTexture_Normal
└─ BakedTexture_ORM

Base

Baked Texture Name

Maximum 30 characters. Use letters, numbers, underscore, and hyphen.

Path

Mesh Path / Material Path

Saves output relative to the selected mesh or material rather than the entered folder.

Suffix

Material Name

Adds the material name to output assets.

Batch

Mesh Name + Passes Name

Adds mesh and pass names for clear, collision-resistant batch output.

Fast diagnosis

Troubleshooting

Most incorrect results come from asset location, selection state, UV layout, color space, or an experimental capture path.

Bake button is disabled +

Select a Static or Skeletal Mesh component in the Level Editor, choose at least one pass, and enter a valid /Game path. A panel Material is optional when the selected Material Index slot already contains a valid material. In Batch mode, add selected scene meshes to the list.

Mesh or material cannot be selected +

The mesh target now comes from the Level Editor scene. Select the intended actor/component in the viewport and assign it in Mesh Settings. Panel override materials and created Unreal assets must still be below /Game.

Mesh Optimizer cannot run +

Use a Static Mesh with valid LOD0 geometry and material slots. Choose exactly one optimizer UV method: Exist UV, Repack UV, or Generate UV Atlas. Skeletal Meshes are not supported by Mesh Optimizer.

Texture contains overlaps or smears +

Choose a non-overlapping UV channel, enable Validation, or use Repack UV / Generate UV Atlas.

World-aligned material looks different +

Enable World Space Correction and use the intended scene component so transform and bounds are preserved.

Seams appear around UV islands +

Enable Dilation UV and start with the default 3 Pixel Cover. Increase it carefully when islands have enough spacing. Use 0 only when you want unlimited coverage; reduce the value if nearby islands begin to bleed.

Light Data is incorrect +

Use a unique, non-overlapping UV channel and a selected scene component. Verify that the intended Directional, Point, Spot, or Rect lights and shadow-casting objects are visible in the editor. Hidden lights and occluders are intentionally ignored; areas with no relevant light remain neutral white.

Decal orientation is wrong +

Try 0°, 90°, 180°, or 270°, then adjust Flip U and Flip V. The default is 180° with Flip U enabled.

Final Render Capture is unstable +

Switch to Texture Projection. Final Render Capture is experimental and automatically falls back when capture data is invalid.

ORM channels look wrong +

Use Linear sampling and verify R = AO, G = Roughness, B = Metallic.

RGBA alpha or Opacity Mask is wrong +

Verify that the source material uses the real Opacity Mask input. RGBA automatically enables Albedo and Opacity Mask and stores the mask in Albedo alpha. Set Mask Threshold to 0 to preserve grayscale output, or raise it for a harder cutoff.

GLB textures look compressed +

Disable Export JPG for lossless texture images, especially normal maps and numeric masks. If JPEG is required, reduce Compression to increase the displayed Quality.

When requesting support

Capture the setup, not only the error.

Include Unreal version, mesh and material type, enabled modes, UV channel, passes, and the exact dialog message.

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