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QuickBaker QuickStart Guide

QuickStart

QuickBaker is a lightweight material baking tool for Unreal Engine 5.5+. It allows you to convert any material's "Emissive Color" (Final Color) output into a static Texture Asset (.uasset) or an image file (.png, .exr) with a single click. Ideally suited for baking noise patterns, Signed Distance Fields (SDF), and procedural textures.

1. Installation & Setup

  1. Install QuickBaker to your engine via the Fab Launcher (or Epic Games Launcher).
  2. Open your Unreal Engine project.
  3. Go to Edit > Plugins.
  4. Search for "QuickBaker" and check the box to enable it (restart the editor if prompted).

2. Getting Started

Step 1: Open the Window Go to Tools > QuickBaker > Quick Baker in the menu bar to open the tool window.

Step 2: Select a Material Select the Material or Material Instance you want to bake.

  • Note: This tool captures the output connected to the Emissive Color pin. A thumbnail preview will appear.

Step 3: Configure Settings Adjust the settings based on your needs:

  • Output Type: Choose Asset to save within the project, or PNG / EXR to export to disk.
  • Resolution: Select a resolution ranging from 64x64 up to 8192x8192.
  • Bit Depth: Use 8-bit for standard textures. 16-bit is recommended for high-precision data like SDFs or noise to avoid banding.

Step 4: Bake

  1. Click Browse next to Output Path to select the destination folder.
  2. Click the Bake Texture button. Your texture will be generated and saved instantly.

3. Troubleshooting

Q: The baked texture is completely black. A: Please ensure your logic is connected to the Emissive Color pin in your material.

  • Even if you are using a Lit material, you must connect your graph to Emissive Color for the baker to see it.
  • For best results, we recommend setting your material's Shading Model to Unlit.