How to Bake Lighting in Blender (With Pro Tips)

How to Bake Lighting in Blender (With Pro Tips)

Baking lighting in Blender lets you precompute how light interacts with your scene objects and store that information in texture maps. This reduces render times and improves performance in real-time engines, game exports, and complex scenes. When you finish this guide, you’ll have a fully baked lightmap ready to use in Eevee, Cycles, or external applications.

In this tutorial, you will learn how to:

  • Set up your scene for baking
  • Configure UVs and image textures for lightmaps
  • Choose and adjust bake settings in both Eevee and Cycles
  • Export and apply baked textures

Whether you’re optimizing assets for a game engine or accelerating your final renders, this step-by-step tutorial will cover everything you need.

Step-by-Step Guide

  1. Prepare Your Scene:
    • Select objects you wish to bake (often static meshes).
    • Ensure each object has a dedicated UV map for lightmaps; call it UVMap_Light or similar.
  2. Unwrap UVs:
    • In Edit Mode, select all faces (press A).
    • Open UV Editor, choose UV ▶ Unwrap ▶ Smart UV Project or manual seams and Unwrap.
    • Pack islands efficiently to maximize texel density.
  3. Create a Lightmap Image:
    • In the UV Editor, click New, set resolution (e.g., 1024×1024 or 2048×2048), and name it Lightmap.
    • Optionally enable 32-bit Float for high precision.
  4. Assign the Image to Materials:
    • In the Shader Editor, add an Image Texture node, select your Lightmap image, and do not plug it into any shader—just leave it active for baking.
    • Repeat for each material or use an Attribute node to reference a single UV map if baking multiple objects simultaneously.
  5. Choose Your Render Engine:
    • Go to Properties ▶ Render Properties, select Cycles for accuracy or Eevee for speed.
    • For Eevee, ensure Ambient OcclusionBloom, or other effects are enabled if needed.
  6. Configure Bake Settings:
    • Switch to the Bake panel under Render Properties.
    • Set Bake Type to CombinedDiffuseAmbient Occlusion, or Shadow based on your needs.
    • Enable Selected to Active if baking from multiple high-poly sources to low-poly targets.
    • Adjust Margin (e.g., 16 px) to avoid seams.
  7. Bake the Lightmap:
    • Select all target objects, then select the high-poly source last (if using Selected to Active).
    • Click Bake and wait until the process finishes.
    • Check the UV Editor to preview your baked results.
  8. Save Your Baked Image:
    • In the UV Editor, go to Image ▶ Save As, choose a location and format (PNG or EXR).
  9. Apply Baked Texture:
    • In your material’s Principled BSDF, add an Image Texture node with your saved lightmap.
    • Combine with Multiply or use a Mix Shader to overlay baked lighting over your base colors.

Pro Tips & Workflow Improvements

  • Separate Lightmap UV: Keep your lightmap UV separate from your color or detail UV to avoid conflicts and ensure clean bakes.
  • Use Light Probes in Eevee: Complement baked results with Irradiance Volumes and Reflection Cubes for dynamic bounce lights.
  • Baking in Batches: Use the Batch Ops add-on to bake multiple objects and maps at once.
  • High-Precision Formats: For architectural visualization, bake in EXR (32-bit) to preserve subtle lighting variations.
  • Denoising: Enable Denoising in Cycles bake settings for cleaner results, especially at low sample counts.

Advanced Use Case: Batch Baking via Python

You can automate baking for dozens of assets using Blender’s Python API:

import bpy 
for obj in bpy.context.selected_objects:
bpy.context.view_layer.objects.active = obj
img = bpy.data.images.new(f"{obj.name}_lightmap", 2048, 2048)
bpy.ops.object.bake(type='COMBINED', margin=16)
img.filepath_raw = f"//baked/{obj.name}_lightmap.png"
img.save()

This script cycles through selected objects, creates a new image per object, bakes, and saves it automatically.

Troubleshooting & Common Mistakes

  • Blank or All-White Bakes: Ensure your Image Texture node is active and selected; otherwise, Blender has nowhere to store the bake.
  • Seams or Artifacts: Increase Margin or improve UV island packing. Try Dilate/Erode in the image editor.
  • Distorted Shadows: Check for overlapping UV islands—each island must be separate.
  • Low-Resolution Lightmaps: For close-up renders, increase resolution to 4096×4096 or split objects into multiple tiles.
  • Long Bake Times: Lower samples in Cycles or switch to Eevee with simplified settings for quick previews.

Conclusion

Baking lighting in Blender can significantly accelerate your workflow, whether you’re optimizing for real-time engines or final production renders. By following this guide, you’ve learned to set up UVs, adjust bake settings, and automate the process for multiple assets. Now, practice on a sample scene and explore combining baked maps with dynamic lights for hybrid approaches.

Next, consider diving into Light Linking or Bake Pass Separation to further refine your lighting control.

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