Welcome > Overview > Account Creation/Login > Project Setup > 3D Setup > Otimization > Texture Baking
Baking is the process of transferring complex visual data—such as lighting, shadows, and material details—into texture maps, allowing for optimized performance during runtime.
In Blender, you can bake textures using the Cycles renderer, which consolidates albedo, lighting, and shading information into a single image file.
Reduces real-time computational load by storing pre-rendered effects in textures.
Basic Settings
Render Engine: Cycles
Required for full baking features. Eevee does not support baking.
Device: GPU Compute
Recommended for faster baking performance.
Bake Panel
Bake Type: Combined
Bakes all lighting and shading information (Direct + Indirect light, Diffuse, Glossy, Transmission, and Emit) into a single texture.
Ideal for generating albedo + lighting baked into one image.
Influence
These checkboxes define what gets baked into the texture:
Lighting
Direct: Direct light hitting the surface.
Indirect: Light that bounces off other surfaces.
Contributions
Diffuse: Base color and diffuse light.
Glossy: Reflections and specular.
Transmission: Transparency and refraction.
Emit: Emissive materials (self-illuminating).
Selected to Active
If checked, allows baking from one object to another (e.g., high-poly to low-poly for normal maps). Leave unchecked for standard baking.
Output
Target: Image Textures
Choose where the baked data will be saved — usually to an image texture node selected in the Shader Editor.
Clear Image
Clears the image before baking. Make sure this is checked if you want a clean bake.
Margin
Type: Adjacent Faces
Extends baked pixels to avoid seams in UV islands.
Size: 16 px
The number of pixels to bleed beyond UV borders. Higher values help hide seams.
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