Workflow steps
- Choose the receiving surface and a valid texture UV map, or enable Auto Smart UV.
- Use the current camera or build a list of enabled cameras with independent footage slots, ranges, and frame steps.
- Choose New / Replace or Add to Existing.
- Set texture resolution, Smooth Blend or Best Frame, edge feather, view-angle and distance bias, self-occlusion, and padding.
- Choose Lit Base Color or Exact Emission, then run the bake.
- Save the blend file after the generated texture is packed.
Important details
Smooth Blend weights footage alpha, image-edge distance, surface angle, camera distance, and optional self-occlusion. Best Frame keeps the strongest observation per texel and can reduce ghosting from moving subjects. Duplicate camera/frame evidence is not counted twice.
Lit Base Color defaults to Roughness 1 and Specular IOR Level 0. When the receiving mesh had no material, Automatic Base Color uses the coverage-weighted average of observed texture pixels rather than unseen atlas pixels.
After a successful bake, the receiver becomes a Cycles shadow catcher and Shadow ray visibility is disabled by default. Removing the baked setup restores the prior materials, shadow-catcher state, and ray visibility. A failed replacement leaves the last successful bake intact.