Sequenced Bake is a Blender add-on designed to streamline the process of baking animated materials. With this add-on, users can efficiently bake material sequences and pack them into sprite sheets or flipbook assets with a range of customizable options, enhancing their workflow and output quality.
Render Engine: Cycles. (Required)
This will pack all of the frames defined by the start and end frames onto the newly created sprite sheet.
The combined size of the cells will determine how large the generated sprite sheet will be. Example: If I have 64 cells of animation at 128x128, the generated sprite sheet will be 1024x1024.
Since many users continue to use older versions of Blender for compatibility reasons, I will provide updates for these versions as well.
New directories are created in the output path you defined for each of the map types to keep them organized. You can observe them populate during the baking process.
Blender might appear frozen or non-responsive while it bakes out the texture maps, but you will see the UI update.
Depending on the output size you choose for the images and the complexity of the material, some bakes may take longer than others.
This extension requests the following permission:
Saving and opening image files
After a quick glance it maybe possible to have both. I will look into it. Thanks for the suggestion.
Good, but few options with regards to color management of the output image and seemingly an order of operations issue. I can't seem to figure out how to bake in, say, Filmic Log without highlights clipping. It seems like the baked pass is clamped to sRGB BEFORE being transformed the the settings defined in the color management ouput panel. And changing the 'Color Space' setting of the active image in a material doesn't have any bearing on the result since this addon generates its own image to bake to.
Thank you for the feedback, I'm currently working on adding the color management options for the next update as well as adding in the different bake options for each map type.
In this newest version of blender (4.2.3) the bake breaks the material. I run my image texture through an emission node and when I hit bake, it separates the original image sequence file from the material and bakes all the frames as white (my guess is that's the blank emission node). Is there any way to bake so it doesn't break the material?
Thank you for the feedback, I have found and fixed this issue. Please try v1.0.6 and let me know if you have any issues.
I want this to be in the form of a node added to the node network for use, rather than in the N panel, which would be easier to manage