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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Sanctus wrote: Jul 4, 2025

Hi Dave, it will be very complicated to communicate via comments here. Could you please contact me by email or Discord?

You can bake PBR + Decals, in fact you can baje any node's output socket (besides green shader sockets). For example you add the image texture node color output socket (selecting that node) as the color map for the baking job. This will bake the PBR + Decals if you have bake decals active.


Dave wrote: Jul 4, 2025

I'm having an issue with baking a decal on an object that uses standard procedural shaders.

Example:
Add a cube
Add 4 diffuse colors (black, green, blue, yellow)
Edit faces | Apply a different color to each side of the cube.
Add a decal
Now how do i bake the cube with the 4 colors and the decals together?
All I see is an option to add the decals for baking, It doesn't allow me to add Standard PBR shaders to the bake.