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 |