Texture Baking

텍스처 베이크

Bakes shader results into a UV image for export or to reduce repeated shading work.

Also known as: BakeRender Bakebpy.ops.object.bake
···
bpy — this entry
# 베벨 상자의 UV에 절차적 색을 Cycles로 구워 이미지로 다시 쓰는 전후를 비교한다.
reset('CYCLES', samples=8)
camera((3.1, -5.7, 3.0), target=(0, 0, 0.72), lens=55)
floor()
hdri('studio', strength=0.8)
light('AREA', (3, -3, 5), energy=450, size=2)

bpy.ops.mesh.primitive_cube_add(size=1.45, location=(0, 0, 0.72))
box = bpy.context.object
bevel = box.modifiers.new('Baked box corners', 'BEVEL')
bevel.width, bevel.segments, bevel.harden_normals = 0.14, 5, True
bpy.ops.object.modifier_apply(modifier=bevel.name)
bpy.ops.object.shade_smooth()
box.modifiers.new('Weighted normals', 'WEIGHTED_NORMAL')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project(island_margin=0.04)
bpy.ops.object.mode_set(mode='OBJECT')
mat = material('Procedural source', CLAY, roughness=0.42)
paint(box, mat)
nodes, links = mat.node_tree.nodes, mat.node_tree.links
noise, ramp = nodes.new('ShaderNodeTexNoise'), nodes.new('ShaderNodeValToRGB')
noise.inputs['Scale'].default_value = 4.0
ramp.color_ramp.elements[0].color = srgb(SKY)
ramp.color_ramp.elements[1].color = srgb(CORAL)
links.new(noise.outputs['Fac'], ramp.inputs['Fac'])
links.new(ramp.outputs['Color'], nodes['Principled BSDF'].inputs['Base Color'])

image = bpy.data.images.new('Baked base color', width=256, height=256)
target = nodes.new('ShaderNodeTexImage')
target.image = image
for node in nodes:
    node.select = False
target.select = True
nodes.active = target

sc = bpy.context.scene
sc.render.bake.use_pass_direct = False
sc.render.bake.use_pass_indirect = False
sc.render.bake.use_pass_color = True
sc.render.bake.margin = 8
bpy.ops.object.select_all(action='DESELECT')
box.select_set(True)
bpy.context.view_layer.objects.active = box
bpy.ops.object.bake(type='DIFFUSE')
frame(box, margin=1.22)
shoot('procedural')

links.new(target.outputs['Color'], nodes['Principled BSDF'].inputs['Base Color'])
shoot('baked')
Full script — runs as-is in Blender 5.1.1
# bake — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python bake.py -- <출력 폴더>
SLUG = 'bake'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# 베벨 상자의 UV에 절차적 색을 Cycles로 구워 이미지로 다시 쓰는 전후를 비교한다.
reset('CYCLES', samples=8)
camera((3.1, -5.7, 3.0), target=(0, 0, 0.72), lens=55)
floor()
hdri('studio', strength=0.8)
light('AREA', (3, -3, 5), energy=450, size=2)

bpy.ops.mesh.primitive_cube_add(size=1.45, location=(0, 0, 0.72))
box = bpy.context.object
bevel = box.modifiers.new('Baked box corners', 'BEVEL')
bevel.width, bevel.segments, bevel.harden_normals = 0.14, 5, True
bpy.ops.object.modifier_apply(modifier=bevel.name)
bpy.ops.object.shade_smooth()
box.modifiers.new('Weighted normals', 'WEIGHTED_NORMAL')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project(island_margin=0.04)
bpy.ops.object.mode_set(mode='OBJECT')
mat = material('Procedural source', CLAY, roughness=0.42)
paint(box, mat)
nodes, links = mat.node_tree.nodes, mat.node_tree.links
noise, ramp = nodes.new('ShaderNodeTexNoise'), nodes.new('ShaderNodeValToRGB')
noise.inputs['Scale'].default_value = 4.0
ramp.color_ramp.elements[0].color = srgb(SKY)
ramp.color_ramp.elements[1].color = srgb(CORAL)
links.new(noise.outputs['Fac'], ramp.inputs['Fac'])
links.new(ramp.outputs['Color'], nodes['Principled BSDF'].inputs['Base Color'])

image = bpy.data.images.new('Baked base color', width=256, height=256)
target = nodes.new('ShaderNodeTexImage')
target.image = image
for node in nodes:
    node.select = False
target.select = True
nodes.active = target

sc = bpy.context.scene
sc.render.bake.use_pass_direct = False
sc.render.bake.use_pass_indirect = False
sc.render.bake.use_pass_color = True
sc.render.bake.margin = 8
bpy.ops.object.select_all(action='DESELECT')
box.select_set(True)
bpy.context.view_layer.objects.active = box
bpy.ops.object.bake(type='DIFFUSE')
frame(box, margin=1.22)
shoot('procedural')

links.new(target.outputs['Color'], nodes['Principled BSDF'].inputs['Base Color'])
shoot('baked')

Like taking a snapshot of a complex material and applying it as a picture, baking calculates shader results into image pixels. Set the Render Engine to Cycles to show Render Properties ▸ Bake. Baking needs mesh UVs and either a target Color Attribute or an Image Texture node with an image.

In code, make an Image Texture node holding the target image active in the material, then call bpy.ops.object.bake(type='DIFFUSE'). A Color Attribute can also be selected as the bake target. This script disables direct and indirect lighting, bakes color to the image, and connects it back to Base Color.

Baking does not remove the original nodes, and the output image is not automatically saved to a file. Leave margin around UV islands and save or pack the image before handing off — this example compares a beveled box before and after its noise color is baked.

When to use

Use it to export procedural materials to a game engine or replace repeated calculations with an image. Check the target UVs, image and bake passes first.

Open as page ↗

Suggest an entry

Tell us about a missing Blender term, tool or workflow. We read every suggestion.