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Description
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- This is a single feature request. (Do not put multiple feature requests in one issue)
Describe The Feature Request Below
I'm creating a set of assets for modular game design. My blender file contains over a hundred objects that use the same ucupaint material with the same UV map (all the object islands are combined into one large map). Baking this material takes a very long time on my system, sometimes taking over 30 minutes.
I noticed that the more objects in the scene, the longer the baking process takes. From this, I concluded that ucupaint performs a separate bake for each object. I conducted an experiment: I deleted all but one object from the scene and then baked it. It took less than a minute. However, the resulting textures only contained parts related to the object I'd left behind, which is unacceptable for me.
My suggestion: please add a special "full bake" mode to ucupaint that would bake entire textures in a single pass.
Here's how I think it should work: the script creates an empty Plain and assigns current ucupaint-material to it. This Plain already has a UV map by default, completely covering the entire texture area. The script then bakes only for this Plain and, when finished, simply deletes it.
For my specific workflow, this will increase baking time by tens or even hundreds of times.
Thank you. I hope to hear from you soon.
PS
Sorry for my English - I use google-translator.