MatricX Bake — raw, complex shader nodes before baking

MatricX Bake · Version 1.6.2 · Blender Add-on

One bake.
Game-ready textures.

Bake clean PBR maps from any material — including MatricX Pro's procedural imperfections — into one shared texture set, packed and ready for FBX or GLB export.

One Texture Set Robust Bake UVs ORM / ARM / RMA Packing Decal Baking FBX / GLB Export

01 / The Problem

Baking shouldn't mean
rebuilding your scene by hand.


Getting from a finished Blender material to clean, game-ready texture maps is usually its own project.

Overlapping UVs. Procedural masks that stretch or scramble the moment you join meshes. Manually packing AO, roughness and metallic into one channel. Decals that don't line up with the baked material. MatricX Bake is built to remove that entire second project.

Manual Baking
Fix UVs by hand
Bake each object separately
Watch procedural masks break
Pack channels manually
Re-align decals after baking
Export and hope it lines up
MatricX Bake
Auto-Fix Bake UVs
One shared texture set
Coordinates preserved automatically
Pack with one click
Bake decals into the same atlas
Export FBX / GLB with manifest

02 / The Workflow

Prepare. Bake. Export.


01
Select Object
→
02
Prepare Mesh
→
03
Choose Bake Maps
→
04
Check & Bake
→
05
Setup Material

Select the object or collection to bake · repair or build a shared bake UV if needed · choose which maps to bake · check readiness and bake · apply the result with Setup Baked Material.

MatricX Bake — bake settings turning raw shader nodes into clean bake maps

03 / Prepare Mesh & UVs

Good UVs, without
the manual repair work.


A procedural material can look correct in the viewport without usable UVs. MatricX Bake audits the actual bake layout before it ever starts.

MatricX Bake preparing and unwrapping UVs for baking

Normal Mode

Best for simple and medium meshes. Uses Blender's own unwrap and packing tools — fast and reliable for common props.

Advanced Mode

Best for dense, subdivided, or overlap-prone meshes. Uses MinistryOfFlat when configured (Windows only).

With Auto-Fix Bake UVs enabled, MatricX Bake detects missing UVs, zero-area faces, stacked or overlapping faces, and coordinates outside the 0–1 tile. When the active layout is unsafe, it creates a dedicated MX_BakeUV and leaves your original UV layer untouched.

04 / Material Bake

Clean PBR maps from
any material, any complexity.


Bake maps from simple and complex node materials — procedural gradients, ColorRamp chains, and layered Mix Shader setups all resolve correctly.

Map Captures Color Space
Base ColorProcedural gradients, ColorRamp nodes, MatricX layers, complex shader chainssRGB
RoughnessPrincipled, glass/refraction, or resolved shader nodesNon-Color
MetallicMaterial nodes or inferred fallback sourcesNon-Color
NormalTangent-space normal detailNon-Color
AOScene AO or material Ambient Occlusion node outputNon-Color
EmissionEmission color from the materialsRGB
OpacityAlpha/transparent shader output, with a glass-style fallback for glass and refraction shadersNon-Color
HeightDisplacement or bump height sourcesNon-Color

Include Scene Lighting

Base Color can use a lighting-aware Combined bake — capturing scene lights, direct and indirect light, shadows, glossy contribution and transmission. If one object casts a shadow onto another, that shadow bakes into the receiving object's map.

05 / One Texture Set

Bake a whole scene
into one atlas.


Every mesh in the bake scope shares one atlas and one set of maps — instead of a separate texture set per object.

Per Object

Each mesh gets its own texture set. Existing per-object UVs are fine as-is.

One Texture Set

All meshes in the bake scope share one atlas and one set of maps.

Atlas UV Option Use When
Pack Existing IslandsEach object already has good UV cuts — recommended default
Rebuild Shared AtlasUVs are poor, missing, or overlap heavily
Use Existing UVsAn artist already created a proper shared atlas
Asset-03

One Texture Set in Action

ShowSeveral separate objects, then the shared MX_Combined_AtlasUV layout, then the final baked result applied across all of them.
FormatGIF/MP4 or a 3-step image sequence, 1600×900.

06 / Built to Work With MatricX Pro

Procedural imperfections
survive the bake.


Joining objects normally breaks procedural masks. MatricX Bake stops that from happening.

MatricX Pro's imperfection layers frequently use Object or Generated coordinates inside nested node groups. MatricX Bake stores each source object's original coordinates and substitutes them only on temporary copied materials — so dirt, wear, noise, bump and layered Mix Shader masks keep their original placement. Your source materials and node groups are never modified.

Channel-consistent flattening compensation keeps MatricX Dirt from replacing broad metal regions with brown dielectric color, and keeps Edge Wear from baking stronger than the source material — while other Mix Shader materials use standard linear conversion.

MatricX Pro
Build Surface
→
MatricX Bake
Bake Textures
→
Game Engine

Already own MatricX Bake? Use code BAKE2PRO for a discount on MatricX Pro.

Optional module — existing Pro customers only

You Already Solved the Surface

Now finish the pipeline
with a real bake.


MatricX Pro builds the surface. MatricX Bake turns that result into clean, packed, game-ready texture maps — without breaking the procedural imperfections you already spent time on.

Pro
+
Bake
=
Create → Bake → Ship

Existing Pro customer discount: PRO2BAKE

07 / Map Packing

AO, roughness and metallic.
One channel each.


Combine AO, Roughness and Metallic into one Non-Color image, packed for standard game-engine workflows.

Mode Red Green Blue
ORMAORoughnessMetallic
ARMAORoughnessMetallic
RMARoughnessMetallicAO

Packing requires AO, Roughness and Metallic to be enabled. If a source map is missing, MatricX Bake warns and safely skips the packed output. Setup Baked Material can also split a packed map's channels back out if the individual maps aren't available.

08 / Preview

One click.
A ready preview material.


Setup Baked Material builds a working PBR preview from your baked maps — correctly wired, every time.

09 / Decals & Export

From baked material
to shipped asset.


Decals

Bake Scene Decals

Bakes decal meshes into the active target's UVs. In One Texture Set mode, decal baking targets the full bake scope and writes into the same shared atlas as the material maps.

Combine

Combine Decal & Material

Blends Base Color, Roughness, Metallic and Normal using the decal mask into one new PBR material. Combine Set & Apply to All assigns it across every receiver mesh automatically.

Final Bake

Flatten to Export-Ready Maps

Flattens the current material into a simplified texture set after combining decals, or whenever a flattened game-ready result is needed.

Export

Game Asset Export

Packages the model, textures and an asset_manifest.json file. Supports FBX and GLB depending on your export settings.

MatricX Bake decal baking, combine, and final bake workflow

10 / Why MatricX Bake

Built for the step
after the material is right.


MatricX Bake exists for the moment a finished Blender material needs to leave Blender — without losing what made it look right in the first place.

Manual UV repair
→
Auto-Fix Bake UVs audit
Procedural masks break on join
→
Coordinates preserved automatically
Per-object texture sets
→
One shared atlas, packed correctly
Decals applied after the fact
→
Decals baked into the same atlas

11 / Built For

If you're shipping to
a game engine, this is for you.


Game Asset Artists

Clean, packed PBR maps ready for Unity, Unreal, Godot, or any engine that reads standard texture channels.

Technical Artists

Multi-object scenes baked into one shared atlas without manual UV surgery.

MatricX Pro Users

Procedural imperfections that survive baking and joining, exactly as authored.

Indie Developers

A complete path from finished Blender material to FBX/GLB export with a manifest.

Specifications

The technical details.


Requires
Blender 4.5+ and 5.0+ — 5.1 and 5.2 tested
Package format
Classic add-on ZIP and Blender Extension package, both included
Bake maps
Base Color, Roughness, Metallic, Normal, AO, Emission, Opacity, Height
Texture set modes
Per Object, or One Texture Set with Pack Existing Islands / Rebuild Shared Atlas / Use Existing UVs
Map packing
ORM, ARM, or RMA channel packing
Decals
Bake Scene Decals, plus Combine Decal & Material for a blended PBR result
Export
FBX and GLB, with model, textures and an asset_manifest.json package
Advanced UV mode
Optional MinistryOfFlat integration — Windows only; macOS/Linux use Normal UV mode with full feature access otherwise
Platforms
Windows, macOS, Linux — GPU baking depends on your Blender/OS/hardware setup, with CPU fallback
License
GNU General Public License v3.0 or later

12 / Before You Buy

The things
you should know.


Do I need MatricX Pro to use MatricX Bake?

No. MatricX Bake works with any Blender material. It includes extra compensation specifically for MatricX Pro's procedural imperfection layers, but that's a bonus, not a requirement.

Can it bake multiple objects into one texture?

Yes — One Texture Set mode shares one atlas and one set of maps across every mesh in the bake scope.

What if my UVs are messy or missing?

Auto-Fix Bake UVs detects missing UVs, zero-area faces, stacked or overlapping faces, and out-of-tile coordinates, then creates a dedicated bake UV automatically. Your original UV layer is left untouched.

Does it support glass and refractive materials?

Yes, with the understanding that baked PBR maps can't perfectly recreate live refraction or caustics. Base Color with Include Scene Lighting, plus Roughness, Normal and Opacity, gets the closest visual match.

What export formats are supported?

FBX and GLB, packaged together with your textures and an asset_manifest.json file.

Does the advanced UV mode work on macOS or Linux?

The MinistryOfFlat-powered Advanced mode is Windows-only. On macOS and Linux, Normal UV mode is used instead, and every other workflow — material, decal, final bake, packing and export — remains fully available.

Which Blender versions are supported?

Blender 4.5 and 5.0 or newer, with 5.1 and 5.2 specifically tested.

Need the details? Read full documentation.

MatricX Bake

From finished material
to shipped asset.

Clean PBR maps, one shared texture set, decals baked in, and an export package ready for your engine — without the manual cleanup.