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All Add-ons

Add-on Sequenced Bake
Sequenced Bake

Tools for baking material sequences and generating sprite sheets.
Add-on by Anthony-OConnell
About What's New Permissions Reviews Version History

Description:

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.


Key Features:

  • Animated Material Baking: Seamlessly bake animated materials over a sequence of frames.
  • Map Type Definition: Select and define specific map types (e.g., combined, diffuse, normal, roughness, emission) to be baked.
  • Customizable Output Resolution: Set the desired resolution for the baked maps to meet your project needs.
  • Organized Directory Structure: Automatically saves baked maps into map type directories for easy access and organization.
  • Sprite Sheet and Flipbook Creation: Create sprite sheets or flipbook assets from the baked material sequences. You can also pack any sequence of images into a sprite sheet using this tool.

Usage:

Baking Material Map Sequences:

Render Engine: Cycles. (Required)

  1. Create your object and material.
  2. Animate your material using keyframes.
  3. Set the start and end frames for the keyframes. The number of keyframes will determine the number of images generated.
  4. Define the output path in the sequence bake panel found in the 3D view N panel.
  5. Set the image size for the texture maps that will be baked.
  6. Select the texture maps you want to be baked.
  7. Press Bake.
  • The material maps will be baked out one at a time and saved to subfolders in the output destination.

Generating Sprite Sheets:

  1. First, you need to have baked your material maps OR have existing images you want to pack into a sprite sheet.
  2. Select the directory containing the subfolders for the material maps or image sequences.
  3. Modify the settings for the number of columns and rows and the size of the cells for each frame of animation.
  4. Choose a start and end frame for your animation. For example, if you have 300 frames of animation but only want to pack frames 150 to 250, set the start frame to 150 and the end frame to 250.
  5. Click Generate Sprite Sheet.
  • 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.


Versions:

Since many users continue to use older versions of Blender for compatibility reasons, I will provide updates for these versions as well.

  • Sequence Bake for Blender 3.1 -> 4.1

Notes:

  • 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.


Community and Support:

  • Join the discord, Here you can give feedback, Ask questions and make feature requests.
  • https://discord.gg/uyaq8CQwRk

What's New

1.0.10 December 21st, 2024
  • Fixed: Context naming mismatch in sprite sheet creator.

See all versions


Permissions

This extension requests the following permission:

  • Files

    Saving and opening image files

Developer
Anthony-OConnell
Rating
(8)
Version
1.0.10
Updated
4 mo
Published
July 22nd, 2024
Downloads
7279
Size
24.1 KB
Compatibility
Blender 4.2  and newer
Website
github.com/PurgatoryMP/Sequenced_Bake
Report Issues
github.com/PurgatoryMP/Sequenced_Bake
License
GNU General Public License v3.0 or later
Material Node Bake
...or download and Install from Disk
  • 24.1 KB

Reviews

See all
  • SLCD_WTR
  • v1.0.10
  • 3 mo

Does what it says. Deserves more than the rating it has right now

  • uabol
  • v1.0.6
  • 5 mo

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

  • Anthony-OConnell replied
  • 5 mo

After a quick glance it maybe possible to have both. I will look into it. Thanks for the suggestion.

  • comekmail
  • v1.0.6
  • 5 mo

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.

  • Anthony-OConnell replied
  • 5 mo

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.

3.5

8 reviews
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