MATRICXBAKE

Official User Guide

Material baking · shared texture sets · decals · game export · version 1.6.2

BLENDER ADD-ON v1.6.2 JULY 2026

CONTENTS

What's Inside

SECTION 01

Overview

Fast Material Baking

Bake clean PBR maps from simple and complex node materials.

One Texture Set

Bake selected objects, collections, or visible objects into one shared atlas.

Robust Bake UVs

Detect invalid or stacked layouts and create a dedicated non-overlapping bake UV.

Production Output

Create maps, combine decals, final bake, and export FBX or GLB packages.

Recommended workflow: Prepare UVs, choose bake maps, check readiness, bake, then run Setup Baked Material.

SECTION 02

Install and Open

MatricX Bake 1.6.2 is provided in two ZIP formats. Keep the ZIP compressed when installing.

PackageUse ForInstall Path
MatricX_Bake_1.6.2.zipClassic Blender addon install.Edit > Preferences > Add-ons > Install
MatricX_Bake_1.6.2_Extension.zipBlender Extension style install.Edit > Preferences > Add-ons > Install from Disk

Supported Blender Versions

Blender 4.5+ Blender 5.0+ 5.1 tested 5.2 tested

Open the tool from 3D View > Sidebar > MatricX Bake.

Clean Upgrade

  1. Disable older MatricX Bake versions.
  2. Remove old copies from Blender add-ons or extension folders.
  3. Install the 1.6.2 ZIP.
  4. Restart Blender if an older module was already loaded.

If Blender Development for VS Code is used, make sure the development path points to the current 1.6.2 source folder.

SECTION 03

Main Workflow

The panel is organized in the same order users normally work.

Panel SectionPurpose
Prepare MeshCreate or repair UVs before baking.
Material BakeBake material maps, choose output, pack maps, and select bake scope.
Bake Scene DecalsBake decal meshes into the active target UVs.
Combine Decal & MaterialBlend material maps and decal maps into a new PBR material.
Final BakeFlatten the current material into export-friendly maps.
Game Asset ExportPackage model, textures, and an asset manifest.

Basic Steps

  1. Select the object or collection to bake.
  2. Use Prepare Mesh if UVs are missing or need a shared atlas.
  3. Select maps under Material Bake.
  4. Choose Output, Map Packing, Objects, and Performance settings.
  5. Click Check, then Bake.
  6. Click Setup Baked Material to apply the baked maps.

SECTION 04

Prepare Mesh and UVs

Good UVs are required for clean maps. A procedural material can look correct without usable UVs, so MatricX Bake audits the actual bake layout before starting.

ModeBest ForNotes
NormalSimple and medium meshes.Uses Blender unwrap and packing tools. Fast and reliable for common props.
AdvancedDense, subdivided, or overlap-prone meshes.Uses MinistryOfFlat when the zip is configured or downloaded.

Auto-Fix Bake UVs

Keep Auto-Fix Bake UVs enabled to detect missing UVs, zero-area faces, stacked or overlapping faces, and coordinates outside the 0–1 tile. When the active layout is unsafe, the add-on creates a dedicated MX_BakeUV and leaves the artist's original UV layer intact. Setup Baked Material reads the bake manifest and uses that exact UV map.

MinistryOfFlat

Advanced UV mode can use MinistryOfFlat_Release.zip. Its console executable is Windows-only. On macOS and Linux, use Normal UV mode; the material, decal, final-bake, packing, and export workflows remain fully available.

If the configured zip exists, the panel shows MinistryOfFlat installed. If not, the download button appears. Blender's Online Access preference must be enabled before downloading.

The advanced unwrap workflow uses temporary objects where possible. For one texture set baking, shared atlas UVs are intentionally written back to the source objects so the baked texture lines up.

SECTION 05

Material Bake Maps

MatricX Bake can bake both clean PBR channels and extra utility maps.

MapWhat It CapturesColor Space
Base ColorMaterial color. Supports procedural gradients, ColorRamp nodes, MatricX layers, and complex shader chains.sRGB
RoughnessSurface roughness from Principled, glass/refraction, or resolved shader nodes.Non-Color
MetallicMetalness from material nodes or inferred fallback sources.Non-Color
NormalTangent-space normal detail.Non-Color
AOScene AO or material Ambient Occlusion node output.Non-Color
EmissionEmission color from the material.sRGB
OpacityAlpha/transparent shader output. Glass and refraction shaders receive a glass-style opacity fallback.Non-Color
HeightDisplacement or bump height sources.Non-Color

Include Scene Lighting

When enabled, Base Color uses a lighting-aware Combined bake. It captures scene lights, direct light, indirect light, shadows, glossy contribution, and transmission where Blender supports it.

Scene lighting is baked onto the surface being baked. If Object A casts a shadow onto Object B, the shadow appears in Object B's baked map.

SECTION 06

One Texture Set for Multiple Objects

1.6.2: includes the production workflow for baking multiple meshes into one texture set, plus stronger shader, procedural-coordinate, edge-wear, and Blender 5.2 decal bake compatibility.

Texture Set Modes

ModeBehavior
Per ObjectEach mesh gets its own texture set. Existing per-object UVs are fine.
One Texture SetAll meshes in the bake scope share one atlas and one set of maps.

Atlas UVs

OptionUse WhenResult
Pack Existing IslandsEach object already has good UV cuts.Keeps island shapes and repacks all objects into one atlas. Recommended default.
Rebuild Shared AtlasUVs are poor, missing, or overlap heavily.Creates a fresh shared atlas using Normal or Advanced method.
Use Existing UVsAn artist already created a proper shared atlas.Uses UVs as-is. No automatic overlap fix.

For Pack Existing Islands and Rebuild Shared Atlas, MatricX Bake writes a named UV map like MX_Combined_AtlasUV to each source object. The baked material uses that exact UV map.

MatricX Pro and Procedural Coordinates

MatricX Pro imperfection layers frequently use Object or Generated coordinates inside nested node groups. Joining several source objects changes the temporary object's bounds and normally shifts or stretches those masks. MatricX Bake stores each source object's original procedural coordinates and substitutes them only on temporary copied materials, so dirt, wear, noise, bump, and layered Mix Shader masks keep their original placement. Source materials and node groups are not modified.

MatricX Dirt and Edge Wear mix complete shader closures, while a normal PBR texture set is rebuilt with one Principled shader. MatricX Bake applies channel-consistent MatricX flattening compensation so Dirt remains present without replacing broad metal regions with brown dielectric color, and Edge Wear does not become stronger than the source material. Other Mix Shader materials keep the standard linear conversion.

Modifiers and Mixed UV Layers

One Texture Set normalizes UV-layer names and order on temporary copies before joining. Negligible zero-area CAD or boolean residue no longer rejects an otherwise usable atlas. Material and Final Bake use the source topology that owns the shared atlas; render modifiers stay enabled on the original receiver objects. This prevents Bevel, Subdivision, Mirror, Array, and Geometry Nodes output from adding inherited UV overlaps that can overwrite another object's atlas pixels. Original mesh UVs and modifier settings are not destructively changed.

Why UVs must stay changed: the texture is baked using the shared atlas. If objects returned to old per-object UVs, the texture would appear scrambled.

SECTION 07

Map Packing

Map Packing combines AO, Roughness, and Metallic into one Non-Color image for game-engine workflows.

ModeRedGreenBlue
ORMAORoughnessMetallic
ARMAORoughnessMetallic
RMARoughnessMetallicAO

Packing requires AO, Roughness, and Metallic to be enabled. If one source map is missing, MatricX Bake warns and skips the packed output safely.

SECTION 08

Setup Baked Material

After baking, click Setup Baked Material to create a preview material from the baked maps.

Setup Baked Material can read individual maps or packed maps. If individual AO/Roughness/Metallic maps are missing, it can split the packed map channels and use them instead.

Glass Materials

Glass and refraction shaders can be baked into practical texture maps, but baked PBR maps cannot perfectly recreate live refraction, caustics, or transparent ray depth. For closest visual matching, bake Base Color with Include Scene Lighting, plus Roughness, Normal, and Opacity.

SECTION 09

Decals, Final Bake, and Export

Bake Scene Decals

The active mesh is the UV target. Decal sources can be selected objects or children of the target. Decal bake uses the main resolution, margin, output, and device settings.

One Texture Set Decals

When Texture Set is set to One Texture Set, decal baking targets the full bake scope instead of only the active mesh. The add-on creates a temporary combined receiver, activates the shared atlas UV, and bakes decals into the same texture space as the shared material maps.

Use Collection scope for the receiver meshes, then select decal meshes outside that receiver collection or parent decals to the receivers and choose Target Children. Shared outputs use names like MX_Combined_decal_color.png and MX_Combined_decal_mask.png.

Combine Decal & Material

Combine uses the decal mask for every channel and blends Base Color, Roughness, Metallic, and Normal into a new PBR material.

For One Texture Set, do not choose an individual target mesh. Combine Set & Apply to All reads the shared manifest, resolves material and decal folders automatically, uses the named atlas UV, and assigns one combined material to every receiver mesh. It works without an active object. Decals can occupy only a few atlas regions; every receiver still needs the shared material so those regions appear on the correct parts.

Combine creates the live PBR material. Run Bake Final Maps for Entire Set afterward when flattened combined texture files are required. In One Texture Set mode, Final Bake also uses every receiver in the bake scope and does not require an active mesh.

Final Bake

Final Bake flattens the current material into a simplified texture set. Use it after combining decals or when exporting a simplified game-ready result.

Final Normal Strength controls the Normal Map node in the generated final material and defaults to 0.4. This keeps normal-driven lighting from washing out the apparent Base Color or decal appearance. It does not weaken or modify the saved normal texture.

Game Asset Export

Game Asset Export packages models, textures, and asset_manifest.json. Supported formats include FBX and GLB depending on the selected settings.

SECTION 10

Troubleshooting

ProblemFix
Procedural texture looks stretched, repeated, or scrambledEnable Auto-Fix Bake UVs, rebake, then run Setup Baked Material. For multiple objects, use One Texture Set with Pack Existing Islands or Rebuild Shared Atlas.
Shared atlas or baked material samples another objectReinstall the latest 1.6.2 package and rebake. Combined material/final bakes now use source topology so modifier-generated inherited UVs cannot overwrite unrelated atlas regions.
Shared decal appears on no mesh after CombineUse One Texture Set and click Combine Set & Apply to All. The combined material must be assigned across the entire receiver scope, not only the mesh under one decal.
Only one object receives the materialSet the same bake scope used for baking, then run Setup Baked Material in One Texture Set mode.
Gradient bakes as one colorRebake in 1.6.2. The Base Color resolver supports Gradient Texture, ColorRamp, and Mix Color chains.
Scene light shadows missingEnable Include Scene Lighting and bake the object receiving the shadow.
Packed map not foundEnable AO, Roughness, and Metallic before packing. Check the output folder and manifest.
Advanced UV cannot runOn Windows, enable Online Access and download or set MinistryOfFlat_Release.zip. On macOS/Linux, use Normal UV mode.
Old version still loadsRemove old add-on copies and restart Blender. Check the VS Code Blender Development source path if used.

SECTION 11

Cross-Platform Notes

MatricX Bake uses Blender and Python APIs for Windows, macOS, and Linux. GPU availability depends on Blender, OS, hardware, and drivers. CPU remains the fallback.

License: GNU General Public License v3.0 or later. See the included LICENSE file.