The Mesh Baking
panel provides access to InstaMAT's powerful and sophisticated texture bakers. These bakers can be used to generate texture maps by extracting information from incoming mesh geometry. Specialized maps such as Ambient Occlusion, Position, Curvature, and Thickness can provide useful information on the physical characteristics of the mesh allowing for bespoke texturing and effects.
Mesh Baking is an integral part of the texturing process and is built into many parts of InstaMAT. There is even a Mesh Bake
node that can be instanced in the Canvas unlocking scalable texturing workflows where a mesh is imported, texture maps are baked, and materials are applied with one Element Graph.
These incredibly optimized bakers are built with the same industry-proven technology from InstaLOD meaning that they are fully scalable in terms of both output texture dimensions and polygon counts. Meshes can be targeted by name and custom baking cages can have different topology from the target mesh. With Super Sampling
, texture maps can be baked at 2-16x their resolution and then sampled down to retain their quality with a lighter footprint. Depending on your workstation, both CPU and GPU bakers are available.
InstaMAT also includes powerful automatic UV unwrapping features making it possible to construct an entire mesh creation and processing pipeline from start to finish.
There are a few ways to access the Mesh Baking
panel:
Window
> Mesh Baking
in the Main Menu.Material Sections
dropdown in the Layering Project Editor
panel and click the hamburger menu button. From the popup menu, choose Bake Mesh Data
.The following section overviews the interface for the Mesh Baking
panel.
The Mesh Baking
panel is divided into two parts. The left contains the baking settings. The right is where bakers can be toggled on and off. Some bakers have additional options that can be configured if needed. Hovering over a setting provides additional helpful information at the bottom of the panel in its status bar.
This section sets up all of the necessary information to perform the baking operation.
These are the main baking operation settings. They determine the input meshes, baking engine, image output resolution, and other output settings for the resulting images.
Source Mesh
will be baked onto this mesh.Target Mesh
.Resolution
by the chosen amount. The result is then sampled down to the original resolution.The "super sampled" result retains a majority of the quality from the higher resolution bake providing a higher quality output with a smaller footprint. Note that increasing the
Super Sampling
amount will also exponentially increase memory usage and processing time.
File Name Format
setting.These settings provide access to more advanced baking operations. They determine how meshes are targeted, provide options to dial in the outward and inward ray lengths, and supply further baking functionality.
All Source Meshes
and By Mesh Name
.Setting the
Targeting Mode
toBy Mesh Name
will selectively bake matching submeshes from theSource Mesh
onto theTarget Mesh
. Matches are made based on theSource Mesh Suffix
andTarget Mesh Suffix
. This prevents baking artifacts by isolating each source/target component.For example, with a
Source Mesh Suffix
set to "_high" and aTarget Mesh Suffix
set to "_low", a source mesh mesh named "Round_Part_high" will bake onto a target mesh named "Round_Part_low".
Source Mesh
.Source Mesh
.Target Mesh
as ray directions. This only applies when not using cage mesh normals as ray directions.These settings apply to any cage meshes in the baking process. With InstaMAT, cage meshes do not need to have the same topology as the Target Mesh
.
Target Mesh
normals.To enable a baker, toggle its switch on the right. The baker will move to its active or inactive position in the panel. To access a baker's options, use the to the left of the baker's name.
The following bakers have additional options:
These bakers share their settings.
Increasing the
Sample Count
increases both the quality of the output texture and the processing time.
The Bent Normals baker output will not be blurred.
Increasing the
Sample Count
increases both the quality of the output texture and the processing time.
OpenGL
or DirectX
.The following is how to bake mesh maps using the Mesh Baking
panel in InstaMAT Studio:
Source Mesh
and a Target Mesh
by clicking the icon. From the popup menu, choose Pick Package Resource
to select a mesh from within the currently active package. Choose Pick Local File
to select a mesh with your system's folder structure.Resolution
for the baked images.Super Sampling
value if desired. This will multiply the output Resolution
by the chosen factor, then sample the image down to the original result.Bake
button.Baking does not require both a
Source Mesh
and aTarget Mesh
. To generate mesh bake data for a single mesh, input it as theTarget Mesh
. This is useful when the need to transfer high-poly information onto a low-poly representation is not required, and instead the bakers are used specifically to extract information and generate maps for texturing effects and tools such as theMesh Mask Builder
or a smart prefab layer material.
InstaMAT's bakers can selectively target sets of meshes based on the suffixes of each individual submesh name. Baking by mesh name avoids baking incorrect source geometry and prevents baking artifacts. This removes the need to "explode" meshes when baking.
The following illustrates how to bake by mesh name in a typical "High to Low Poly Workflow" using InstaMAT's Mesh Baking
panel:
The Source Mesh
that contains the high-poly information will require every submesh in the scene to have an identifiable mesh name suffix also known as the Source Mesh Suffix
. By default this suffix is "_high". For example, "Metal_Attachment_high" or "Cabinet_Door_high".
The Target Mesh
that contains the low-poly information will require each submesh to have a matching low-poly counterpart from the Source Mesh
and should be in the exact same position as the high-poly variant. These low-poly counterparts should have the same name as their high-poly counterparts with the exception of a Target Mesh Suffix
at the end. By default this suffix is "_low". For example, "Metal_Attachment_low" or "Cabinet_Door_low".
These suffixes can be set under the Advanced Settings
section in the Mesh Baking
panel.
Meshes can be dragged into the Package Management panel and imported into the project first. This will copy the mesh into the active package. Alternatively, meshes can be selected as local files and do not need to be imported into the project.
Input the Source Mesh
and Target Mesh
into their respective fields by clicking on the . From the popup menu, choose Pick Package Resource
to select a mesh from within the currently active package or choose Pick Local File
to select a mesh with your system's folder structure.
Be sure to change the Targeting Mode
to By Mesh Name
.
Make sure that the Target Mesh Suffix
and Source Mesh Suffix
match the hierarchy of your respective meshes.
The rest of the baking process is the same as the above Baking Process Overview. After your selected bakers are enabled and the rest of the baking settings are dialed in, click the Bake
button to begin the bake. If Store Result in Package
in the Mesh Baking
section is enabled, the baked mesh maps will appear in the Package Management panel. When baking from a layering project, baked mesh maps for the asset will automatically populate the proper channels in the Material Sections
area in the Layering Project Editor
.