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.
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.