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This node bakes a tangent-space normal map from a high-poly mesh onto a low-poly mesh’s UV layout, capturing surface detail that was lost during decimation. Connect the UV-unwrapped low-poly mesh and the high-poly mesh it came from, and the node outputs an image ready for the normal_map input of Apply Texture To Mesh.

Inputs

Note: low_poly must have UV coordinates. If it has none, the node raises an error because it bakes onto the existing UV layout and does not unwrap the mesh. When low_poly is a batch, each item is baked in order; if high_poly contains only one item, that item is reused for every batch item. Empty meshes in the batch are skipped with a warning and produce a flat mid-gray (0.5) normal map.

Outputs

This documentation was AI-generated. If you find any errors or have suggestions for improvement, please feel free to contribute! Edit on GitHub

Source fingerprint (SHA-256): 29df10014b5998b741d71db21d0c982d7bca85ad966a720063af15062e203322