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Bake texture maps in Blender 5.2 Cycles - high-to-low normal maps with cage/extrusion, AO, curvature, ID, thickness, base color/roughness/metallic from procedurals, ORM packing, OpenGL vs DirectX, margins, GPU baking, fixing skewing/waviness/seams. Use when transferring sculpt or high-poly detail to game meshes or converting procedural materials to textures.
npx skill4agent add el4cteo/blender-skills blender-texture-bakingblender-coreblender-retopology-uvblender-pbr-materialsscripts/bake_maps.py -- --low SM_Crate --high Crate_high Crate_bolts --maps normal ao curvature id \
--res 2048 --samples 64 --margin-px 16 --pack-orm --out //textures--high--low SM_Crate --maps basecolor roughness metallic normal --pack-ormT_<name>_<N|AO|CURV|BC|R|M|ORM...>.pngX_lowX_high--extrusionmax_ray_distance--cage Crate_cage| Map | Space | Notes |
|---|---|---|
| normal | Non-Color, tangent, OpenGL ( | 16-sample AA is plenty; 8-bit PNG is fine for games |
| ao | Non-Color | 64–256 samples; bake with the high only (no ground) unless contact AO is wanted |
| curvature | Non-Color, 0.5 = flat | derived from the baked normal (convex white / concave dark); drives edge wear |
| id | sRGB | one flat color per high-poly material; use materials as masks |
| thickness | Non-Color | AO with inside rays; dark = thin; for SSS/translucency masks |
| basecolor/metallic/opacity | via emission override | reads the Principled inputs of the source materials (also procedural chains) |
| roughness, emit, combined | native Cycles passes | combined = lit result (lightmaps, stylized) |
| position | float | gradient masks |
ORM = R:AO G:Roughness B:Metallic, the glTF/Unreal standard. Unity uses a different packing ( |
| Symptom | Cause | Fix |
|---|---|---|
| Wavy lines on cylinders | low poly too low, smoothing gradients | add segments, use a cage, or more support on the low |
| Skewed details (bolts lean) | ray direction follows the averaged low normals | hard edges + seams, a cage, or bake the floater separately |
| Black/garbage areas | rays miss or hit the back faces | raise extrusion, fix flipped normals ( |
| Seams visible in engine | margin too small, hard edge without a seam, different tangents | margin ≥ 16 px @2k, seams at hard edges, export tangents (MikkTSpace) |
| Details from a neighbouring part | parts too close | explode the bake, or bake per object pair |
| Inverted green look in engine | OpenGL/DirectX mismatch | |
| Stepping/banding | 8-bit with large flat gradients | bake to 16-bit ( |
bake.target = "VERTEX_COLORS"combined--uv-layer UVMap_Lightmapbake.use_multires=Truebake.type="NORMALS"|"DISPLACEMENT"|"VECTOR_DISPLACEMENT"bake.use_lores_mesh=Truebpy.ops.object.bake_image()--uv-layerimg.save()save_render.txblender-asset-qa