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MotionMaster 3D docs

Multi-Frame Texture Bake

Multi-Frame Texture Bake fuses visible observations from one or more tracked camera plates into a permanent packed texture for static reflection, lighting, and shadow-catching geometry.

Workflow steps

  1. Choose the receiving surface and a valid texture UV map, or enable Auto Smart UV.
  2. Use the current camera or build a list of enabled cameras with independent footage slots, ranges, and frame steps.
  3. Choose New / Replace or Add to Existing.
  4. Set texture resolution, Smooth Blend or Best Frame, edge feather, view-angle and distance bias, self-occlusion, and padding.
  5. Choose Lit Base Color or Exact Emission, then run the bake.
  6. 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.