A new baking system was implemented in Sanctus Library 3.1 with the main objective of automate the process of combining Decal and Material bakes and also to facilitate the instantiation of baked textures in the shader editor.

After you applied and adjusted the decal parameters, you can bake them combined with the object material

The only thing you have to do is to check the “Bake Decals” checkbox and bake the objects material and you will get the decals baked along with it.

In this example the object has a Smart Metal Material and one Blender Logo Decal.

When baked with the check box active, this is the result:

My decal has Emission but the objects material doesn’t, how do I bake that map?
If your decal uses maps that your material doesn’t, you need to add the missing map to bake queue.

Click the “Add New Empty Map” button and select the missing maps that you want in the baking job, in this case the Emission Map.

Now when you bake the emission map of the decal will be baked as a new texture

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