Post-Processing Nodes

These nodes sit between Bake Pass outputs and an Output node, letting you combine, rearrange, or adjust baked data before it’s written to a file — similar in spirit to a compositor, but operating on baked pass results.

Channel Map

Sits directly before an output and lets you build a texture out of different bakes per channel, rather than one pass’s native RGB(A) output. Connect a Color for the base image, and/or individual Red, Green, Blue sources (each accepting either a single-channel/float result or a full color, in which case its own red channel is used). This is how, for example, a packed ORM (Occlusion/Roughness/Metallic) texture is built from three separate single-value bakes.

Ambient Occlusion, Roughness, and Metallic bakes routed into the Red, Green, and Blue inputs of a Channel Map node, producing one packed ORM texture

Mix RGB

Blends two color inputs (Color1, Color2) using a Fac amount and a chosen operation: Mix, Add, Subtract, Multiply, Divide, or Overlay.

Split RGB

Splits a single Color input into three separate Red, Green, Blue float outputs — typically feeding into a Channel Map or Math node.

Join RGB

The inverse of Split RGB: combines three separate Red, Green, Blue float inputs into one Color output.

Math

Performs a per-pixel math operation between two float Value inputs (identified as 0 and 1), or a single-input operation for Floor/Ceil (the second input is disabled for those). Available operations, grouped in the node’s operation menu:

  • Functions: Add, Subtract, Multiply, Divide, Power, Logarithm

  • Rounding: Floor, Ceil, Modulo

Gamma

Applies a gamma transform to a Color input using a Gamma value, useful for correcting or exaggerating contrast in a baked map before output.

Fix Normals

Corrects normal maps that have back-facing (inverted Z) values — this can happen from ray intersections or hits on back faces during baking. Two methods are available:

  • Flat — flattens back-facing normals along the Z axis.

  • Flip — flips back-facing normals so they point forward instead.