Node materials only live inside Blender. MatricX Bake turns them into clean PBR texture sets — one object, a whole collection, or one shared atlas — with your decals baked in, and exports the asset for Unity, Unreal or Godot.
Hover or tap a map to see it on the model; tap again for the split view.
A procedural fire hydrant material, baked by MatricX Bake into clean PBR maps
$79$49LAUNCH PRICE · SAVE 38%
Game engines, other renderers and asset stores can't read Blender node trees. Procedural wear, decals and glass have to become ordinary image textures first — and doing that by hand means bake setups, UV juggling and rewiring materials for every object.

Everything lives in one sidebar panel, numbered in the order you use it.
Pick the maps, press Bake. MatricX Bake reads each material — mix shaders, color ramps, gradients, glass — and writes clean, separate PBR maps.

Bake every part of a model — selected objects or a whole collection — into one shared atlas, one material and one set of maps.

Bake checks every UV map before it bakes. Overlapping, stacked, zero-area or out-of-tile UVs get a dedicated
bake UV (MX_BakeUV) — your own UV map is never replaced.

Floating decals don't survive an export. Bake them straight into the texture set of the mesh they sit on.

Game Asset Export packages the model, its textures and a manifest in one click.

Most assets only need the first two. Add the rest when your model has decals or is going to a game engine.
Unwrap, or let Auto-Fix make a clean bake UV beside your own.
Choose the scope and the maps, Check, Bake — then Setup Baked Material.
Bake parented or selected decals into the model's UV space.
Blend the decal maps over the base material maps.
Flatten the combined material into one finished texture set.
Package FBX or GLB with its textures for your engine.
MatricX Bake understands the MatricX PRO 2.1 collection, so the look you built bakes the way it looks.
Every feature on this page, one purchase. The launch price is $49 — regular $79.
MatricX_Bake_1.7.8_Addon.zipMatricX_Bake_1.7.8_Blender_Extension.zipNo. $49 is the launch price. The regular price is $79.
No. MatricX Bake bakes any Blender material. It also has built-in support for MatricX PRO 2.1: all 16 imperfections, every material family, its glass and its trim sheets.
Yes. Set the scope to Selected Objects or a Collection and the Texture Set to One Texture Set. Every part shares one atlas and one material, and keeps its own rotation and scale while baking.
No. Leave Auto-Fix Bake UVs on: when a UV map overlaps or is stacked, MatricX Bake creates a separate bake UV and keeps yours untouched. Step 1 can also unwrap for you.
Game Asset Export writes FBX or GLB with presets for Unity, Unreal Engine and Godot, plus a Generic preset. The baked UV is UV channel 0 and every map is copied beside the model.
Bake Scene Decals bakes decals parented to (or selected with) your model into its UV space. Combine Decal & Material layers them over your maps, and Final Bake flattens the result.
Yes — it is pure Python on Blender's own APIs, one build for every system. The optional Advanced UV Unwrap uses MinistryOfFlat, which is Windows-only; on macOS and Linux it uses Blender's built-in unwrap.
Either; they are the same tool. Install one, not both. The Extension uses Blender's Get Extensions installer, the Add-on uses the classic Add-ons installer.
From node materials to an engine-ready texture set, in one panel.
$79$49launch price