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Wizard","\u002Fdocs\u002Fnodes\u002Fsurface-wizard","1.docs\u002F7.Nodes\u002Fsurface-wizard",{"title":531,"path":532,"stem":533},"Switch","\u002Fdocs\u002Fnodes\u002Fswitch","1.docs\u002F7.Nodes\u002Fswitch",{"title":535,"path":536,"stem":537},"Treeparameterize","\u002Fdocs\u002Fnodes\u002Ftreeparameterize","1.docs\u002F7.Nodes\u002Ftreeparameterize",{"title":93,"path":539,"stem":540},"\u002Fdocs\u002Fnodes\u002Ftrunk-decoration","1.docs\u002F7.Nodes\u002Ftrunk-decoration",{"title":542,"path":543,"stem":544},"Unreal Wizard (Deprecated)","\u002Fdocs\u002Fnodes\u002Funreal-wizard","1.docs\u002F7.Nodes\u002Funreal-wizard",{"title":546,"path":547,"stem":548},"Wind Config","\u002Fdocs\u002Fnodes\u002Fwind-config","1.docs\u002F7.Nodes\u002Fwind-config",{"title":550,"path":551,"stem":552},"Wind Previs","\u002Fdocs\u002Fnodes\u002Fwind-previs","1.docs\u002F7.Nodes\u002Fwind-previs",{"title":554,"path":555,"stem":556},"Wrangle","\u002Fdocs\u002Fnodes\u002Fwrangle","1.docs\u002F7.Nodes\u002Fwrangle",{"id":558,"title":329,"body":559,"description":1176,"extension":1177,"meta":1178,"navigation":1190,"path":330,"seo":1191,"stem":331,"__hash__":1192},"docs\u002F1.docs\u002F7.Nodes\u002Fbake.md",{"type":560,"value":561,"toc":1159},"minimark",[562,569,574,577,606,610,613,636,639,643,651,655,660,728,732,735,739,783,787,790,795,839,843,899,903,950,954,1008,1012,1040,1044,1094,1098,1133,1137,1142],[563,564,565,568],"p",{},[566,567,329],"strong",{}," is Natsura's COPs-based texture baker. It projects high-poly source geometry onto a low-poly target's UVs, producing colour, height, normal, and ambient-occlusion maps for game-ready meshes and tiling textures.",[570,571,573],"h2",{"id":572},"inputs","Inputs",[563,575,576],{},"Inputs depend on the workflow:",[578,579,580,591],"ul",{},[581,582,583,586,587,590],"li",{},[566,584,585],{},"Procedural growth from scans."," Left input: output of ",[588,589,380],"a",{"href":381},". Right input: not used.",[581,592,593,596,597,599,600,602,603,605],{},[566,594,595],{},"Tiling texture extraction."," Left input: ",[588,598,492],{"href":493}," or ",[588,601,488],{"href":489},". Right input: ",[588,604,484],{"href":485},".",[570,607,609],{"id":608},"outputs","Outputs",[563,611,612],{},"Baked texture maps on disk. Channels produced:",[578,614,615,620,625,631],{},[581,616,617],{},[566,618,619],{},"Colour.",[581,621,622],{},[566,623,624],{},"Height.",[581,626,627,630],{},[566,628,629],{},"Normals."," Baked in MikkT space; transfer cleanly to engines such as Unreal.",[581,632,633],{},[566,634,635],{},"Ambient occlusion.",[563,637,638],{},"Supports up to 8k resolution before memory becomes the limiting factor, super-sampling for higher quality, and seam fixing across UV island boundaries.",[570,640,642],{"id":641},"modes-states","Modes \u002F States",[578,644,645],{},[581,646,647,650],{},[566,648,649],{},"Copernicus dive-in."," Double-click the bake node to enter Copernicus and intercept the baked texture maps before they output, for colour grading, normal-map adjustment, and blending colour into specular and normal maps.",[570,652,654],{"id":653},"parameters","Parameters",[656,657,659],"h3",{"id":658},"output","Output",[661,662,663,676],"table",{},[664,665,666],"thead",{},[667,668,669,673],"tr",{},[670,671,672],"th",{},"Parameter",[670,674,675],{},"Description",[677,678,679,688,696,704,712,720],"tbody",{},[667,680,681,685],{},[682,683,684],"td",{},"Bake All",[682,686,687],{},"Triggers a bake across every enabled channel.",[667,689,690,693],{},[682,691,692],{},"Reload Textures",[682,694,695],{},"Refreshes the textures from disk.",[667,697,698,701],{},[682,699,700],{},"Directory",[682,702,703],{},"Where the baked textures are written.",[667,705,706,709],{},[682,707,708],{},"Name",[682,710,711],{},"Base filename for the bake outputs.",[667,713,714,717],{},[682,715,716],{},"Set Default Resolution \u002F Resolution",[682,718,719],{},"Output resolution (up to 8k).",[667,721,722,725],{},[682,723,724],{},"Format",[682,726,727],{},"Output texture format.",[656,729,731],{"id":730},"source-texture-overrides","Source Texture Overrides",[563,733,734],{},"Per-channel overrides for cases where the source textures should come from a path other than the default attached material.",[656,736,738],{"id":737},"bake-settings","Bake Settings",[661,740,741,749],{},[664,742,743],{},[667,744,745,747],{},[670,746,672],{},[670,748,675],{},[677,750,751,759,767,775],{},[667,752,753,756],{},[682,754,755],{},"Ray Dist",[682,757,758],{},"How far the bake rays extend from the target surface to find the source.",[667,760,761,764],{},[682,762,763],{},"Ray Start Offset",[682,765,766],{},"Offset of ray origin from the target surface.",[667,768,769,772],{},[682,770,771],{},"Ray Direction",[682,773,774],{},"Direction the rays cast in (typically along the target normal).",[667,776,777,780],{},[682,778,779],{},"Smooth Target \u002F Smooth Source (+ steps)",[682,781,782],{},"Smoothing passes applied to target and source meshes before the bake.",[656,784,786],{"id":785},"channel-settings","Channel Settings",[563,788,789],{},"Top-level toggles for exporting colour, height, normal, and ambient occlusion channels.",[791,792,794],"h4",{"id":793},"colour","Colour",[661,796,797,805],{},[664,798,799],{},[667,800,801,803],{},[670,802,672],{},[670,804,675],{},[677,806,807,815,823,831],{},[667,808,809,812],{},[682,810,811],{},"Source Colour Override",[682,813,814],{},"Override the default source colour texture.",[667,816,817,820],{},[682,818,819],{},"Colour Suffix",[682,821,822],{},"Filename suffix for the colour output.",[667,824,825,828],{},[682,826,827],{},"Path",[682,829,830],{},"Output path.",[667,832,833,836],{},[682,834,835],{},"Equalize (Hue \u002F Saturation \u002F Value)",[682,837,838],{},"Per-channel histogram equalisation.",[791,840,842],{"id":841},"height","Height",[661,844,845,853],{},[664,846,847],{},[667,848,849,851],{},[670,850,672],{},[670,852,675],{},[677,854,855,862,869,877,885,891],{},[667,856,857,860],{},[682,858,859],{},"Source Height Override",[682,861],{},[667,863,864,867],{},[682,865,866],{},"Height Suffix",[682,868],{},[667,870,871,874],{},[682,872,873],{},"Normalize",[682,875,876],{},"Normalise the height range to fit the output bit depth.",[667,878,879,882],{},[682,880,881],{},"Height Scale",[682,883,884],{},"Multiplier applied before normalisation.",[667,886,887,889],{},[682,888,827],{},[682,890],{},[667,892,893,896],{},[682,894,895],{},"Geoheight",[682,897,898],{},"Sample heights from geometry rather than from a source height map.",[791,900,902],{"id":901},"normal","Normal",[661,904,905,913],{},[664,906,907],{},[667,908,909,911],{},[670,910,672],{},[670,912,675],{},[677,914,915,922,929,936,944],{},[667,916,917,920],{},[682,918,919],{},"Source Normal Override",[682,921],{},[667,923,924,927],{},[682,925,926],{},"Normal Suffix",[682,928],{},[667,930,931,934],{},[682,932,933],{},"Normal scale",[682,935],{},[667,937,938,941],{},[682,939,940],{},"Kernel Size",[682,942,943],{},"Smoothing kernel size for the baked normals.",[667,945,946,948],{},[682,947,827],{},[682,949],{},[791,951,953],{"id":952},"ambient-occlusion","Ambient Occlusion",[661,955,956,964],{},[664,957,958],{},[667,959,960,962],{},[670,961,672],{},[670,963,675],{},[677,965,966,973,979,986,994,1001],{},[667,967,968,971],{},[682,969,970],{},"AO Suffix",[682,972],{},[667,974,975,977],{},[682,976,827],{},[682,978],{},[667,980,981,984],{},[682,982,983],{},"AO scale",[682,985],{},[667,987,988,991],{},[682,989,990],{},"View Radius",[682,992,993],{},"How far AO rays extend.",[667,995,996,999],{},[682,997,998],{},"Step Scale",[682,1000],{},[667,1002,1003,1006],{},[682,1004,1005],{},"Sample Count",[682,1007],{},[656,1009,1011],{"id":1010},"bake-processes","Bake Processes",[661,1013,1014,1022],{},[664,1015,1016],{},[667,1017,1018,1020],{},[670,1019,672],{},[670,1021,675],{},[677,1023,1024,1032],{},[667,1025,1026,1029],{},[682,1027,1028],{},"Extrapolate Boundaries",[682,1030,1031],{},"Leave on for most cases. Extends pixel data outward from UV island boundaries to prevent seam artifacts.",[667,1033,1034,1037],{},[682,1035,1036],{},"Make it Tile",[682,1038,1039],{},"Used when building tiling textures from a square patch or tube section.",[791,1041,1043],{"id":1042},"tiling","Tiling",[661,1045,1046,1054],{},[664,1047,1048],{},[667,1049,1050,1052],{},[670,1051,672],{},[670,1053,675],{},[677,1055,1056,1064,1072,1080,1087],{},[667,1057,1058,1061],{},[682,1059,1060],{},"Tiling Mode",[682,1062,1063],{},"How the tiling seamlessness is enforced.",[667,1065,1066,1069],{},[682,1067,1068],{},"Tiling Mask Preview",[682,1070,1071],{},"Visual preview of the masked region used for tiling.",[667,1073,1074,1077],{},[682,1075,1076],{},"Height Density",[682,1078,1079],{},"Influences the tiling height pattern.",[667,1081,1082,1085],{},[682,1083,1084],{},"Height Contrast",[682,1086],{},[667,1088,1089,1092],{},[682,1090,1091],{},"Gamma",[682,1093],{},[656,1095,1097],{"id":1096},"advanced","Advanced",[661,1099,1100,1108],{},[664,1101,1102],{},[667,1103,1104,1106],{},[670,1105,672],{},[670,1107,675],{},[677,1109,1110,1118,1125],{},[667,1111,1112,1115],{},[682,1113,1114],{},"Display Paths",[682,1116,1117],{},"Shows the output paths in the viewport for debug.",[667,1119,1120,1123],{},[682,1121,1122],{},"Override Source Texture",[682,1124],{},[667,1126,1127,1130],{},[682,1128,1129],{},"Bake Group",[682,1131,1132],{},"Bake group identifier for multi-pass setups.",[570,1134,1136],{"id":1135},"notes","Notes",[578,1138,1139],{},[581,1140,1141],{},"The bake is the boundary where high-fidelity scan or sculpt data becomes a game-ready material: it carries the high-resolution detail onto the lean target without the polygon cost.",[563,1143,1144,1145,1148,1149,1148,1151,1148,1153,1148,1155,1148,1157],{},"See also: ",[588,1146,1147],{"href":135},"Baking (reference)"," · ",[588,1150,158],{"href":159},[588,1152,380],{"href":381},[588,1154,492],{"href":493},[588,1156,488],{"href":489},[588,1158,484],{"href":485},{"title":1160,"searchDepth":1161,"depth":1161,"links":1162},"",2,[1163,1164,1165,1166,1175],{"id":572,"depth":1161,"text":573},{"id":608,"depth":1161,"text":609},{"id":641,"depth":1161,"text":642},{"id":653,"depth":1161,"text":654,"children":1167},[1168,1170,1171,1172,1173,1174],{"id":658,"depth":1169,"text":659},3,{"id":730,"depth":1169,"text":731},{"id":737,"depth":1169,"text":738},{"id":785,"depth":1169,"text":786},{"id":1010,"depth":1169,"text":1011},{"id":1096,"depth":1169,"text":1097},{"id":1135,"depth":1161,"text":1136},"COPs-based texture baker. Converts high-poly geometry into baked colour, height, and normal maps for game-ready meshes and tiling textures.","md",{"context":1179,"internal":1180,"since":1181,"tags":1182,"sidebar":1188,"category":1189},"sop","natsura::bake::1.0","20.5",[1183,1184,1185,1186,1187],"natsura","bake","texture","lowpoly","game-export",{"label":329},"Utility",true,{"title":329,"description":1176},"oyq88zxFjTA_jnjUyAIAbNDQtPmQuUleo2Cnk8ZEkMw",[1194,1196],{"title":325,"path":326,"stem":327,"description":1195,"children":-1},"Guided high-level entry to the atlas pipeline. Packages import, layout, material, mesh, and trace into a single node and gets a usable atlas in a few clicks.",{"title":333,"path":334,"stem":335,"description":1197,"children":-1},"Auto-rigging step of the assembly workflow. Produces Natsura's specific assembly rig that preserves instancing through placement and supports effector-driven posing.",1780555265513]