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This node bakes PBR textures onto a 3D mesh using the mesh’s existing UV layout. It samples color and material attributes from a sparse voxel volume at each texel and outputs a base color image plus metallic and roughness maps. It does not unwrap the mesh, so a UV unwrap node must be connected upstream.

Inputs

Notes:
  • The input mesh must have UVs. If no UVs are present, the node raises an error. UVs must be 1:1 with the vertices (one UV per vertex).
  • When the mesh and voxel coordinates contain a batch dimension, each batch item is baked separately. If a batch item has no voxels or no faces, it is skipped and a black texture is emitted for it.
  • When reference_mesh is provided for a batch, it is matched by batch index unless it contains only a single mesh, in which case that mesh is used for all items.

Outputs

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