Sequenced Bake
Overview
Sequenced Bake is a Blender add-on module designed for high-throughput, frame-by-frame material baking across animated sequences.
It provides a non-blocking, task-driven baking pipeline that processes materials, bake passes, and frame ranges in a structured queue—allowing complex baking operations to run while maintaining full UI responsiveness.
The system integrates directly with Blender’s material node workflows, supports advanced bake configurations, and includes real-time diagnostics such as progress tracking, FPS, and estimated completion time.
Architecture
The Sequenced Bake module is structured into a modular pipeline:
operator.py — Modal task scheduler and execution engine
processing.py — Core baking logic and node manipulation utilities
properties.py — Full configuration system and user-defined bake settings
ui.py — UI panels and node-based interface
This separation allows for clean extensibility and isolates bake logic from UI and state management.
Core Features
Sequenced Bake Engine
- Modal, timer-driven execution (non-blocking)
- Task queue built from:
- Materials (active or all)
- Enabled bake types
- Frame range
- Per-task execution model:
(material, bake_type, frame)
- Total tasks = Materials × Bake Types × Frames
- Maintains UI responsiveness during long bake operations
Multi-Material & Batch Baking
- Bake:
- Active material only
- All materials on an object
- Automatically iterates through material slots
- Organizes output per material and bake type
Frame Sequencing
- Uses scene frame range (
frame_start → frame_end)
- Automatically steps and evaluates scene per frame
- Supports animated shaders, drivers, and keyframed node values
Supported Bake Types
Includes all major Cycles bake passes plus extended workflows:
- Normal (with full swizzle + space control)
- Roughness
- Glossy
- Diffuse (with lighting contribution control)
- Transmission
- Emission
- Ambient Occlusion
- Shadow
- Position
- UV
- Environment
- Combined (configurable contributions)
- Metallic (custom node routing)
- ORM (Occlusion / Roughness / Metallic packed output)
- Sculpt (beta — UV -> Object-space position bake)
Advanced Node Injection (Non-Destructive)
Sequenced Bake dynamically modifies material node trees when required:
Metallic Bake
- Temporarily reroutes Metallic → Material Output
ORM Bake
- Constructs a temporary node graph:
- AO → Red
- Roughness → Green
- Metallic → Blue
- Injects a temporary Principled BSDF for emission-based baking
- Preserves:
- Alpha connections
- Normal inputs
Sculpt Bake (Beta in v1.1.6)
The Sculpt Bake system generates a normalized object-space position map by projecting mesh geometry into UV space and encoding vertex positions into an image.
This bake is designed for stable, frame-consistent output across animated sequences.
How It Works
Mesh Density Recommended Sculpt Map size in pixels.
- Very low (≤10 tris) mesh -> 16×16 pixels
- Low (10–100 tris) mesh -> 16×16 to 32x32 pixels
- Medium (100–2k tris) mesh -> 32×32 to 64x64 pixels
- High (2k–10k tris) mesh -> 64×64 to 128x128 pixels
- Very high (10k+) mesh -> 128×128 pixels (Secondlife Max Sculpt Resolution)
Meshes can also have for example a 32x128 pixel sculpt map if the mesh is subdivided more along one axis vs another for long meshes or meshes like a railing or something like that.
1. Evaluated Mesh Sampling
- Uses Blender’s evaluated mesh (including modifiers and animation)
- Converts mesh into a BMesh for efficient UV access
2. UV-Space Projection
Each pixel represents a UV coordinate:
- The mesh is divided into triangles in UV space
- Each pixel is tested against UV triangles
- If the pixel lies inside a triangle:
- Barycentric coordinates are computed
- Vertex positions are interpolated
3. Position Encoding
- Interpolated 3D position is normalized using mesh bounds
- Bounds are calculated once from the evaluated mesh
- Prevents frame-to-frame scaling differences
Final output:
Key Features
- Frame-stable normalization (no per-frame drift)
- UV-based rasterization for accurate surface mapping
- Supports animated meshes and modifiers
- Direct object-space position encoding
- Fully compatible with sequenced baking workflows
Output
- Image-based position map (RGB)
- Values normalized to 0–1 range
- Suitable for:
- Displacement reconstruction
- Procedural mesh workflows
- Animation baking pipelines
Limitations
- Requires clean UVs for best results
- Overlapping UVs may produce conflicts
- Best performance with non-overlapping topology
Image Generation Pipeline
- Generates a new image per task (material × bake type × frame)
- Creates image textures dynamically during execution
- Configurable:
- Resolution (1–8192)
- Bit depth (8-bit / 32-bit float)
- Alpha support
- Color space
- Automatically assigns and activates bake targets
- Cleans up unused image datablocks after completion (optional)
Selected-to-Active Baking
- Full support for projection baking workflows:
- Cage object support
- Ray distance control
- Extrusion settings
Color Management Control
Per-bake override of Blender color pipeline:
- Display Device
- View Transform
- Look
- Exposure / Gamma
- Sequencer color space
Ensures consistent output for pipelines requiring strict color fidelity.
Real-Time Diagnostics
Live bake feedback includes:
- Progress (0.0 → 1.0)
- Current material
- Current bake type
- Frame index tracking
- Effective FPS (throughput)
- Estimated time remaining (ETA)
Performance Model
- Incremental processing via Blender modal timer
- Avoids UI freezing during large batch jobs
- Tracks per-task execution time for accurate ETA prediction
User Interface
3D View Panel (N-Panel)
Located under:
View3D → Sidebar → Sequenced Bake
Includes:
- Material Manager (slot-based workflow)
- Frame range controls
- Image settings
- Bake type selection
- Color management
- Bake controls
- Real-time diagnostics panel (progress, FPS, ETA, current task)
Shader Editor Node
A fully functional Sequenced Bake Node is available:
- Mirrors panel functionality
- Allows node-based workflow integration
- Useful for material-centric pipelines
Usage
Basic Workflow
- Select an object with a material
- Ensure Cycles is the active render engine
- Open the Sequenced Bake panel or node
- Configure:
- Output directory
- Frame range
- Image settings
- Bake types
- Click “Bake Material Sequence”
The system will:
- Build a task queue
- Process each bake incrementally
- Save outputs per material / type / frame
Output Structure
Baked images are organized as:
<output_path>/
<Object><Material><BakeType>/
1.png
2.png
3.png
Configuration Highlights
- Resolution up to 8K
- Multiple image formats (PNG, EXR, TIFF, etc.)
- Normal map presets:
- OpenGL
- DirectX
- Unity / Unreal / Substance
- Texture sampling:
- Interpolation
- Projection
- Extension modes
- Optional automatic cleanup of generated textures
Requirements
- Blender (Cycles render engine required)
Notes
- Designed for animation baking pipelines, not single-frame baking
- Optimized for:
- Game asset workflows
- Shader-driven animation
- Procedural material baking
- Node graph modifications are fully reversible and non-destructive
Pipeline / Use Cases
Game Development (Real-Time Engines)
Sequenced Bake supports asset pipelines targeting Unity, Unreal Engine, and custom runtimes.
- Bake shader-driven animation into image sequences
- Generate full PBR map sets across frames
- Replace runtime shader cost with pre-baked textures
Shader-to-Texture Conversion
- Convert procedural materials into static or animated textures
- Preserve lighting contributions and emission data
- Useful for asset export and lookdev finalization
VFX and Motion Graphics
- Bake animated effects (dissolves, energy flows, scans)
- Generate frame-accurate image sequences for compositing and sprites
Procedural Material Caching
- Cache time-dependent shaders into textures
- Eliminate runtime evaluation cost
- Enable deterministic playback
High-Volume Batch Processing
Designed to handle:
- Hundreds of frames
- Multiple materials
- Multiple bake passes per material
Pipeline Integration
- Deterministic output structure
- Consistent naming conventions
- Color management control for pipeline compliance
Sprite Sheet Creator
Overview
Sprite Sheet Creator is a Blender add-on module designed to convert frame-based image data into structured, production-ready sprite sheets.
This module is designed as the second stage of the pipeline:
Bake → Image Sequence → Sprite Sheet
It supports multiple input sources—including image directories, the Video Sequence Editor (VSE), and Compositor outputs—and assembles them into optimized sprite sheets.
Supports both immediate and modal (non-blocking) execution, depending on the source type.
Architecture
operators.py — Execution logic and batch processing
processing.py — Image loading and sprite assembly
properties.py — Configuration system
ui.py — Unified interface
Core Features
Multi-Source Frame Input
Image Sequence (Directory)
- Load frames from a folder
- Detect subdirectories for batch processing
- Sorting and frame range control
Video Sequence Editor (VSE)
- Renders frames from the VSE timeline
- Supports single or multiple channels
Compositor Output
- Renders frames through compositor nodes
- Uses defined resolution per sprite cell
Batch Processing Engine (Directory Mode)
- Modal, timer-driven execution
- Processes subdirectories automatically
- One sprite sheet per directory
Sprite Sheet Assembly
- Grid layout (Columns × Rows)
- Frame placement:
- Left-to-right
- Top-to-bottom
- Source frames are resampled to match cell size
- Stops when grid capacity is reached
Image Processing Pipeline
- NumPy-backed pixel processing for efficient bulk image manipulation
- Per-frame:
- Load
- Rescale
- Write to atlas
Output System
- Multiple formats (PNG, EXR, etc.)
- Auto naming and overwrite control
- Flexible output paths
Output Structure
Single Output
- <output_path>/<SpriteSheetName>.png
Batch Directory Output
<root_directory>/
Sequence_A/
Sequence_A.png
Sequence_B/
Sequence_B.png
Usage
- Select source (Directory / VSE / Compositor)
- Set frame range
- Configure grid layout
- Define output settings
- Generate sprite sheet
Notes
- Designed to pair directly with Sequenced Bake
- Optimized for:
- Flipbook textures
- Sprite animation
- Real-time pipelines
Pipeline / Use Cases
Game Development
- Flipbook textures
- Particle atlases
- Engine-ready sprite sheets
Sequenced Bake Integration
- Direct pipeline:
- Bake → Image Sequence → Sprite Sheet
Batch Processing
- Process entire animation libraries
- One folder = one sprite sheet
Community / Support
So Darn Good