Documentation
Version 1.0.0 · Egret Studios LLC · 2026
Baker is a GPU Lightmapper for Blender that automates the entire lightmap baking workflow. Instead of manually unwrapping UVs, setting up textures, configuring Cycles, denoising, and exporting, Baker does it all in one click.
Hit Bake All → walk away → come back to finished, denoised, exported lightmaps, ready to drop into your game engine. ⚡
Works for small scenes or large game levels with dozens of objects.
Perfect for:
Game assets 🕹️
Architecture visualization 🏛️
Product design renders 🛍️
Any Blender scene that needs baked lighting
Blender 4.0 or newer (Blender 5.x supported)
A saved .blend file (mandatory for output paths)
At least one mesh object with a material assigned
GPU recommended for speed, but CPU works too
Download baker.zip.
Open Blender → Edit → Preferences → Add-ons.
Click Install from Disk… → select baker.zip.
Enable Baker by checking the box.
Close Preferences → press N in the 3D Viewport → open Baker tab.
✅ You’re ready to bake!
Open your scene in Blender. Save your file first!
Press N → click the Baker tab.
Click Bake All ⚡
What happens:
Baker unwraps UVs automatically
Packs all objects into a shared atlas
Bakes lighting with Cycles
Applies denoising
Saves lightmaps in lightmaps/ next to your .blend file
🎉 Done! Your scene is ready for export.
Baker generates one shared atlas texture:
Bright areas → surfaces hit directly by light
Dark areas → shadows and occluded surfaces
Black space → unused atlas space (normal!)
Output files:
FileDescriptionblendname_scene_lightmap.pngMain baked lightmap atlasblendname_scene_direction.pngDirectional lightmap (if enabled)blendname_light_probes.jsonLight probe data (optional)
Choose a preset to automatically adjust quality.
PresetDescriptionSimpleFast, low-res preview (16 samples, 1024 resolution). Great for iterating.AdvancedHigh-quality production bake (256 samples, 4096 resolution).CustomFull control over every setting.
Decide what kind of light gets baked.
ModeUse CaseFullAll lighting — direct, bounced, shadows. Ideal for game lightmaps.IndirectOnly bounced light (global illumination). Direct lighting handled in-engine.AOAmbient Occlusion only. Great for depth and crevices.EmissiveCapture glowing materials (neon, lava, lights).
Controls texture space allocation:
Texels / Unit → Detail density (more texels = sharper lightmaps)
Max Resolution → Maximum texture size (2048–4096 recommended for large scenes)
Atlas Padding → Gap between UV islands to prevent color bleed (default 4px)
Advanced:
LOD Mode → Auto bake LODs by naming convention (Tree_LOD0, Tree_LOD1…)
Tip: For 50+ objects in a single atlas, use 4096 resolution for best results.
Quality of bounced light:
Light Bounces → Number of light reflections (3–5 is usually enough)
Bake Samples → Rays per pixel (16–32 for preview, 128–512 for final)
Ray Bias → Prevent self-shadowing (small adjustment if needed)
Backface Culling → Ignore back faces to speed up baking
Removes noise after baking automatically:
Denoising → Master toggle
OptiX AI → NVIDIA RTX GPUs only, fast and high quality
OIDN Fallback → CPU-based, works on any system
If both are off, raw lightmaps are saved without denoising.
GPU Priority → High (fast), Medium/Low (slower, less strain)
Output Format → PNG (16-bit, game-ready) or EXR (32-bit HDR)
Output Path → //lightmaps/ next to your .blend or any folder
Directional Lightmap → Optional second texture with light direction
Est. VRAM → Shows memory requirement; reduce resolution if red
Bake All → Entire scene, single atlas
Bake Selected → Only selected objects
Bake Light Probes → Generate SH data for dynamic objects
Progress bar shows object names, ESC cancels safely.
Overwrite Warning → Stops before replacing files
VRAM Warning → Alerts if memory estimate is too high
Save first! Baker needs a saved .blend.
Start with Simple → fast iteration, then Advanced for final bake.
Expect dark areas → shadows and occlusions are normal.
Atlas won’t be 100% full → 75–85% fill is expected.
Objects without materials → skipped automatically.
Increase samples → if lightmaps are noisy; denoising handles minor noise.
Output path issues → Use //lightmaps/ or absolute path; folder auto-created.
Very dark lightmaps → Check lights and assigned materials.
Large black regions → Normal; increase Texels/Unit if needed.
Blurry lightmaps → Increase Max Resolution.
Noisy lightmaps → Increase Bake Samples, ensure Denoising is on.
OptiX not available → Baker falls back to OIDN.
Cancelled bake looks different → Ctrl+Z to undo, Baker restores scene automatically.
Does Baker work with Eevee?
No. Only Cycles is used for baking; Eevee can still display the scene.
Does Baker permanently change my scene?
No. Temporary changes are restored after baking.
Can I bake just one object?
Yes. Select it → Bake Selected.
Why only one atlas file?
Baker packs all objects into a single shared atlas — this is correct.
Can I bake multiple scenes?
Yes. Baker bakes the active scene only.
Can I control the filename?{blendname}_{scenename}_lightmap.png. Rename the scene in Blender to control the second part.
How full should my atlas be?
75–85% fill is normal; remaining space is unavoidable UV packing overhead.
Preset: Simple
Max Resolution: 1024
Samples: 16
Denoising: On
Preset: Advanced
Max Resolution: 2048
Samples: 128
Denoising: On
Preset: Custom
Max Resolution: 4096
Samples: 32–64
Denoising: On
Overwrite Warning: Off
Baker — Egret Studios LLC © 2026