Total Baker Documentation

Frequently asked questions

Which textures can I create with Total Baker?

With Total Baker you can create Diffuse, Normal, Height, AO, Emission, Metallic, Specular, Curvature and Mask (HDRP) maps.

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Which render pipelines does Total Baker support?

Total Baker supports Universal Render Pipeline (URP) and Standard Pipeline. HDRP is not supported, even if mask map is.

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I have no modeling skills. Can I bake textures with Total Baker?

Total Baker is a tool created for 3D artists. To bake textures, the system needs two versions (lowpoly and highpoly) of the same model. It is mandatory for the lowpoly model to be UV-unwrapped, and it is strongly recommended the same for the highpoly model. The process of creating such models is generally easy for an expert 3D modeler, but may be a quite hard for a beginner. Also, it may be dificult to find ready-to-bake models online.

Does Total Baker support runtime baking?

No, Total baker works in Edit mode only. The reason is that the core system makes use of some UnityEditor's features unavailable outside the editor.

Which Unity versions are supported?

Total Baker works on Unity 2019.4 or later.

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Can Total Baker bake projected shadows?

Total Baker can't bake shadows. Total Baker isn't a lightmapper. If you need to bake projected shadows you have to use a lightmapper like Enlighten or Progressive Lightmapper.

Does Total Baker support Skinned Mesh Renderers?

Yes, it does.

Can I use a prefab composed by multiple objects/models as input for the bake?

Yes, but if you're doing that for the lowpoly model, remember that all these objects must lie in different parts of the UV map, because the system generates a single material.

Why some models (even not too complex) make the baking process very slow?

If these models are not very complex (< 3M tris), it may be a scale issue. Try to import the models with a higher scale factor, and try again.

Why some of my models produce bad textures (artifacts, mixed colors, etc.)?

Generally this is a UV problem. Make sure your lowpoly model has a valid UV Map without overlapping triangles. If your lowpoly model is composed of multiple meshes, make sure they don't share the same space in the UV Map.

Why when I bake AO with the Classic Algorithm, it takes a lot of time to bake?

The Classic Algorithm uses a ray-traced approach, which is slow. Try using the Fast algoritm (you will need a UV-unwrapped highpoly model without overlapping uvs) or lower the “rays per point” value.

Can I use Total Baker functions inside my scripts?

Yes, but most of them may not work as expected outside Total Baker. You can use all the scripts, shaders, functions. Please consider that Total Baker is not a baking API, but an Editor tool.

Does Total Baker support custom shaders?

No, the only supported shaders for baking are Standard Pipeline's Metallic/Specular, Diffuse, Unlit and URP's Lit and Unlit. However, the generated textures may be used in custom shaders. A technical explanation why custom shaders are not supported can be found here.⠀

Can I use Total Baker functions inside my scripts?

Yes, but most of them may not work as expected outside Total Baker. You can use all the scripts, shaders, functions. Please, consider is not a baking APi but an Editor tool.

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Why my Metallic Map is completely transparent?

Metallic Maps encode the smoothness property in their alpha channel, so if your highpoly model has a material with smoothness = 0, the baked Metallic Map will have alpha = 0, and it will appear completely transparent. You can use the channel selectors on the top of the texture preview to isolate channels and analyze them.

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What color spaces are supported?

Both Gamma and Linear color spaces are supported.