Completely rebuilt the sculpt map baking system.
Removed the previous shader-driven sculpt generation workflow.
Removed offset and bounding box controls from the UI.
Improved sculpt map stability during animated playback.
Added cached sculpt bounds mode for stable sequence baking.
Reduced deformation artifacts caused by changing mesh bounds between frames.
Objects must have a UV tha'ts fully unwrapped and square to the UV grid like a plane unwrapped to the UV bounds. The UV grid and vertex position must be 1:1 for accuracy.
This release introduces the first iteration of the Sculpt Map bake type, along with UI consistency improvements and critical corrections to data map color handling.
⚠️ This feature is experimental and still in development.
- Best results are achieved with meshes that:
- Fully occupy a 0–1 UV space
- Use square, non-distorted UV layouts
- Complex meshes or partial UV coverage may result in clipping or inaccurate output.
Previously, Sculpt maps could inherit the active color space, causing incorrect results.
Future updates will focus on:
No changelog for this release.
This release focuses on bake pipeline reliability and node handling improvements, particularly around temporary node management and expanded data support during baking.
__SEQBAKE_TEMP__reconnect_node() logic:Fixed: Changed numerical sorting to alphabetical for image sequences in the sprite sheet creator.
Fixed: Missing s in self for a info print causing error when baking materials.
-Fixed: Looks and IsIdentifier error crash.