Bake Pass Reference

A Bake Pass node (see Bake Pass) offers its passes in three groups. This page documents every pass in each group. Options specific to individual passes are covered in Bake Pass; this page focuses on what each pass actually captures.

Tip

Every pass also has a matching tooltip in Blender itself when you hover over the pass drop-down — this page mirrors those descriptions with a bit more context.

PBR passes

These read values directly from a Principled BSDF-based material and require the object’s material(s) to use one (Bake Wrangler warns during validation if a material doesn’t appear to be a compatible combination of Principled and Mix/Add shader nodes). They capture the input value itself, without lighting or other shader influence.

Common

Pass

Captures

Albedo

Surface color without any lighting

Metallic

Surface “metalness” value

Roughness

Surface roughness value

Smoothness

Inverted roughness value

IOR

Index of Refraction

Alpha

Surface transparency value

AOV Node

The color or value output of a named AOV node in the material

Normals

Pass

Captures

Combined

Combined surface normals

Texture

Normals influenced only by texture values, with no geometry influence

Coat

Normals influenced only by the coat layer

Geometry

Normals ignoring any texture influence

Billboard

Normals using the target billboard’s rotation as tangent space

Emission

Pass

Captures

Color

Self-emission color

Strength

Self-emission strength

Subsurface

Pass

Captures

Weight

Blend amount between diffuse and subsurface scattering

Radius

Per-channel distance light scatters below the surface (a higher R value means red light travels deeper)

Scale

Multiplier applied to the subsurface radius

IOR

Subsurface scattering IOR

Anisotropy

Amount of anisotropy in the subsurface scattering

Specular

Pass

Captures

IOR

IOR used for specular intensity

Tint

Tint of direct-facing reflections (note: real dielectrics have colorless reflections — this exists for faking certain effects)

Anisotropic

Amount of anisotropy for specular reflections

Aniso Rotation

Rotation direction of the specular anisotropy

Tangent

Tangent vector used for specular highlights

Transmission

Pass

Captures

Weight

Surface opacity/transmission weight

Coat

Pass

Captures

Weight

Intensity of the coat layer (both reflection and tint)

Roughness

Coat roughness

IOR

Coat IOR

Tint

Coat tint color

Sheen

Pass

Captures

Weight

Amount of soft, velvet-like edge reflection typical of cloth

Roughness

Roughness of sheen reflections

Tint

Color mixed with white for sheen reflections

Blender passes

Standard Blender bake pass types. Passes here that share a name with a PBR or Wrangler pass behave differently — these are the full render-engine passes, most of which respond to lighting and scene setup, not raw material inputs.

Pass

Description

Combined

Combines multiple lighting/shading passes into one bake. Has Direct/Indirect toggles plus Diffuse/Glossy/Transmission/Emit component toggles (see Bake Pass). Needs scene lighting or a World to produce anything.

Ambient Occlusion

Surface self-occlusion

Shadow

Shadow map

Position

World-space position map

Normal

Surface normals (see Bake Pass for the shared normal-map options)

UV

UV layout

Roughness

Surface roughness (render-engine value, as opposed to the PBR pass’s raw input)

Smoothness

Inverted roughness

Emit

Self-emission color

Environment

Colors arriving from the environment/world

Diffuse

Colors generated by a diffuse shader, with Direct/Indirect/Color toggles

Glossy

Colors generated by a glossy shader, with Direct/Indirect/Color toggles

Transmission

Colors of light passing through a material, with Direct/Indirect/Color toggles

Multiresolution

Bakes Normals or Displacement data from a Multiresolution modifier, sampling between chosen subdivision levels

Note

Combined, Diffuse, Glossy, and Transmission require actual lighting in the scene (from Scene-connected lights, or a World enabled under Pass Settings’ advanced options) to produce any output at all.

Wrangler passes

Bake Wrangler’s own additional passes, not tied to the Principled shader model.

Pass

Description

Bevel Mask

Beveled/rounded areas are baked in white, everything else black

Bevel Normals (Emit)

A normal map containing only bevel influence. Can bake from one object to another, but inverted faces will come out backwards

Bevel Normals (Norm)

The same, but computed in a way that correctly handles inverted faces — at the cost of not supporting baking between two different objects

Cavity/Edges

A grayscale map of surface cavities, or (with Edge Mode on) of edges instead

Curvature

A grayscale map of surface curvature, with configurable flat/convex/concave value mapping

Height (OSL)

A height map derived from the distance between two surfaces. OSL-based, so CPU-only

Island ID

Each UV island of faces is baked in a distinct random color

Material ID

Each material is baked as a distinct, semi-random solid color derived from its name (or its assigned viewport color, if that option is enabled)

Object Color

Each object is baked using its own assigned viewport display color

Position

Areas of the object are baked with colors representing their position in world space

Thickness

Mesh thickness, mapped from white (thin) to black (thick)

Vertex Color

Bakes a chosen vertex color layer as the surface color

Bent Normals (OSL)

Normals bent based on ambient occlusion, giving them a directional bias

UV Mask

A plain black-and-white mask of which pixels are covered by any UV island

UV Islands

Each UV island is baked using a distinct random color

Sculpt Face Sets

Each Face Set defined by Blender’s sculpt tools is baked as a distinct random color

Vector Displacement

Calculates the vector displacement between two objects’ surfaces, for use as a vector displacement map