Material baking · shared texture sets · decals · game export · version 1.7.8
CONTENTS
SECTION 01
Bake clean PBR maps from simple and complex node materials.
Bake selected objects, collections, or visible objects into one shared atlas.
Detect invalid or stacked layouts and create a dedicated non-overlapping bake UV.
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
MatricX Bake 1.7.8 is provided in two ZIP formats. Install one of them, not both, and keep the ZIP compressed when installing.
| Package | Use For | Install Path |
|---|---|---|
| MatricX_Bake_1.7.8_Blender_Extension.zip | Blender Extension install (recommended). | Edit > Preferences > Get Extensions > Install from Disk |
| MatricX_Bake_1.7.8_Addon.zip | Classic Blender add-on install. | Edit > Preferences > Add-ons > Install from Disk, then enable MatricX Bake |
Open the tool from 3D View > Sidebar > MatricX Bake.
The Extension asks you to approve two permissions: Network, used only by the optional Download MinistryOfFlat button, and Files, for writing baked maps and exported assets to your output folder.
If Blender Development for VS Code is used, make sure the development path points to the current 1.7.8 source folder.
SECTION 03
The panel is numbered in the order you work: 1 Prepare UVs > 2 Bake Maps > 3 Decals > 4 Combine > 5 Final Bake > 6 Export. Steps 3–6 are optional.
| Panel Section | Purpose |
|---|---|
| Prepare Mesh | Create or repair UVs before baking. |
| Material Bake | Bake material maps, choose output, pack maps, and select bake scope. |
| Bake Scene Decals | Bake decal meshes into the target's UVs (the whole bake scope in One Texture Set mode). |
| Combine Decal & Material | Blend material maps and decal maps into a new PBR material. |
| Final Bake | Flatten the decal-combined material into export-friendly maps. Only needed if you added decals. |
| Game Asset Export | Package model, textures, and an asset manifest. |
Without decals, the Step 2 maps are already final: go straight to Game Asset Export.
SECTION 04
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.
| Mode | Best For | Notes |
|---|---|---|
| Normal | Simple and medium meshes. | Uses Blender unwrap and packing tools. Fast and reliable for common props. |
| Advanced | Dense, subdivided, or overlap-prone meshes. | Uses MinistryOfFlat when the zip is configured or downloaded. |
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.
Advanced UV mode can use MinistryOfFlat_Release.zip. Its console executable is Windows-only, so on macOS and Linux the panel hides the MinistryOfFlat options and Advanced UV Unwrap uses Blender's built-in unwrap. The material, decal, final-bake, packing, and export workflows are fully available on every system.
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.
Faces that use a MatricX Pro trim material (Atlas or Mesh mode) keep their exact place on the trim sheet: Prepare UVs unwraps only the other faces, and the panel shows how many trim faces are in the bake scope. Use a higher bake resolution for sharp trim detail.
Every bake step — Bake, Setup Baked Material, Final Bake and decals — hands your own active UV map back afterwards, so trims never need to be applied again.
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
MatricX Bake can bake both clean PBR channels and extra utility maps.
| Map | What It Captures | Color Space |
|---|---|---|
| Base Color | Material color. Supports procedural gradients, ColorRamp nodes, MatricX layers, and complex shader chains. | sRGB |
| Roughness | Surface roughness from Principled, glass/refraction, or resolved shader nodes. | Non-Color |
| Metallic | Metalness from material nodes or inferred fallback sources. | Non-Color |
| Normal | Tangent-space normal detail. | Non-Color |
| AO | Scene AO or material Ambient Occlusion node output. | Non-Color |
| Emission | Emission color from the material. | sRGB |
| Opacity | Alpha/transparent shader output. Glass and refraction shaders receive a glass-style opacity fallback. | Non-Color |
| Height | Displacement or bump height sources. | Non-Color |
Enable Bake Lit Color to also bake a separate LitColor map with your scene lights and shadows. Base Color stays clean, so the material can still be rebuilt correctly from the maps.
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 Lit Color map.
SECTION 06
1.7.8: every part keeps its own rotation, scale and mirroring while it bakes, so box-projected grunge and other object-space wear bake exactly as they look in the viewport. Decals placed with MatricX Pro can stay in the receivers' collection: the material steps skip them.
| Mode | Behavior |
|---|---|
| Per Object | Each mesh gets its own texture set. Existing per-object UVs are fine. |
| One Texture Set | All meshes in the bake scope share one atlas and one set of maps. |
| Option | Use When | Result |
|---|---|---|
| Pack Existing Islands | Each object already has good UV cuts. | Keeps island shapes and repacks all objects into one atlas. Recommended default. |
| Rebuild Shared Atlas | UVs are poor, missing, or overlap heavily. | Creates a fresh shared atlas using Normal or Advanced method. |
| Use Existing UVs | An 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 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.
Each part's own transform is kept as well. Image textures with Box projection (such as MatricX Pro's grunge), MatricX Pro's scale-safe coordinates, Vector Transform nodes, Texture Coordinate > Normal and Object Info > Location are evaluated with that part's own rotation, scale and mirroring, and the parts are joined in world space. A rotated, scaled or mirrored part no longer changes how the others bake.
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.
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 combines AO, Roughness, and Metallic into one Non-Color image for game-engine workflows.
| Mode | Red | Green | Blue |
|---|---|---|---|
| ORM | AO | Roughness | Metallic |
| ARM | AO | Roughness | Metallic |
| RMA | Roughness | Metallic | AO |
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
After baking, click Setup Baked Material to create a preview material from the baked maps.
Off by default. Turn it on to see contact shadows in Blender's viewport. Final Bake and Game Asset Export always leave it out, because game engines apply the AO map themselves.
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 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, Roughness, Normal and Opacity, and enable Bake Lit Color.
Glass exports through one portable Principled shader with transmission, IOR and tint. MatricX Pro's Tinted and Scope Glass keep their tint. View-dependent chromatic and refraction colour (Chromatic and Iridescent Glass) is skipped for Base Color and Lit Color, because it cannot transfer faithfully between renderers.
SECTION 09
The active mesh is the UV target. Decal bake uses the main resolution, margin, output, and device settings.
| Decal Sources | Behavior |
|---|---|
| Auto-Detect (Recommended) | Uses decals parented to the target, plus selected decals. Only meshes that are decals count: MatricX Pro or DECALmachine decals, or decal-named meshes or materials. Other selected or parented meshes are ignored, and the panel says how many. |
| Selected Only | Uses exactly the meshes you selected, decal or not. |
The panel shows how many decals will be baked before you start.
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.
Set the receiver meshes through the bake scope (for example a Collection) and parent the decals to the receivers — MatricX Pro does this when you place a decal. The decals may sit in the same collection as the receivers: they are never treated as receivers, and Material Bake, Setup Baked Material and Final Bake skip them. Shared outputs use names like MX_Combined_decal_color.png and MX_Combined_decal_mask.png.
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 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 packages the model, its textures, and asset_manifest.json.
SECTION 10
| Problem | Fix |
|---|---|
| Procedural texture looks stretched, repeated, or scrambled | Enable 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 object | Install 1.7.8 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 Combine | Use 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 material | Set the same bake scope used for baking, then run Setup Baked Material in One Texture Set mode. |
| Gradient bakes as one color | Rebake with 1.7.8. The Base Color resolver supports Gradient Texture, ColorRamp, and Mix Color chains. |
| Scene light shadows missing | Enable Bake Lit Color and bake the object receiving the shadow; the shadows are in the LitColor map. |
| Grunge or wear bakes as streaks or at the wrong scale in One Texture Set | Install 1.7.8 and rebake. Each part now keeps its own rotation and scale while baking. |
| Panel says “0 decals found for this target” | Parent the decals to the target (MatricX Pro does this when placing them), or switch Decal Sources to Selected Only and select them. In One Texture Set mode, 1.7.8 finds decals that sit in the receivers' collection. |
| Textures turn pink after moving a project | Bakes from 1.7.7 on are stored relative to the .blend. For older files, use File > External Data > Make Paths Relative, then save. |
| Trim faces lose their place on the trim sheet | Install 1.7.8. Prepare UVs keeps MatricX Pro trim faces and every bake step gives your active UV map back. |
| Packed map not found | Enable AO, Roughness, and Metallic before packing. Check the output folder and manifest. |
| Advanced UV cannot run | On Windows, enable Online Access and download or set MinistryOfFlat_Release.zip. On macOS/Linux, Advanced uses Blender's built-in unwrap. |
| Old version still loads | Remove old add-on copies and restart Blender. Check the VS Code Blender Development source path if used. |
SECTION 11
MatricX Bake uses Blender and Python APIs only: one build for Windows, macOS, and Linux. GPU baking (CUDA, OptiX, HIP, Metal or oneAPI) depends on Blender, the OS, hardware, and drivers; CPU always works as the fallback.
License: GNU General Public License v3.0 or later. See the included LICENSE file.
SECTION 12
| Area | Change |
|---|---|
| MatricX Pro 2.1 | All 16 imperfection types and every material family bake correctly; Edge Rounding appears in normal maps; Tinted, Scope, Chromatic and Iridescent Glass are supported. |
| One Texture Set | Every part keeps its own rotation, scale and mirroring while it bakes; parts are joined in world space (1.7.8). |
| Decals | Auto-Detect only takes real decals; decals inside the bake scope are skipped by the material steps and found by Bake Scene Decals (1.7.6–1.7.8). |
| Trim sheets | MatricX Pro trims bake into the texture set; Prepare UVs keeps trim faces; every step gives your active UV map back. |
| Setup & Final Bake | Follow the Selected, Collection or Visible scope object by object. |
| AO preview | Apply AO to Base Color is a Blender-only preview, off by default and never in Final Bake or Export. |
| Game Asset Export | Engine-ready material wiring for FBX and GLB, AO as GLB Occlusion, baked UV as channel 0. |
| Cross-platform | Relative texture paths, Windows reserved names handled, MinistryOfFlat options hidden off Windows (1.7.7). |