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MatricX bake: Blender Material & Decal Baking Addon

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$999.99
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Node materials only live inside Blender. MatricX Bake turns them into clean PBR texture sets — one object, a whole collection, or one shared atlas — with your decals baked in, and exports the asset for Unity, Unreal or Godot.


A procedural fire hydrant material, baked by MatricX Bake into clean PBR maps


Game engines, other renderers and asset stores can't read Blender node trees. Procedural wear, decals and glass have to become ordinary image textures first — and doing that by hand means bake setups, UV juggling and rewiring materials for every object.


Bake every part of a model — selected objects or a whole collection — into one shared atlas, one material and one set of maps.

  • Pack the islands you already have, or rebuild a clean shared atlas
  • Every part keeps its own rotation, scale and mirroring, so procedural wear looks the same as in your viewport
  • Setup Baked Material puts the result back on every part with the right UV map

Bake checks every UV map before it bakes. Overlapping, stacked, zero-area or out-of-tile UVs get a dedicated bake UV (MX_BakeUV) — your own UV map is never replaced.

  • Normal UV Unwrap for simple meshes; Advanced UV Unwrap with MinistryOfFlat for dense ones (Windows)
  • MatricX PRO trim faces keep their exact place on the trim sheet
  • Every bake step hands your active UV map back afterwards

Floating decals don't survive an export. Bake them straight into the texture set of the mesh they sit on.

  • Auto-Detect finds MatricX PRO and DECALmachine decals parented to your model
  • Combine Decal & Material blends the decal maps over the base maps
  • Final Bake flattens everything into one finished texture set

Game Asset Export packages the model, its textures and a manifest in one click.

  • FBX or GLB, with presets for Unity, Unreal Engine, Godot or Generic
  • Base Color, Roughness, Metallic and Normal wired so engines pick them up; GLB carries AO as Occlusion
  • The baked UV becomes UV channel 0; every map is copied beside the model