Procedural materials rely on nodes that only Blender can read, so they don't export correctly to other 3D programs like Unity, Unreal Engine, or Godot. Oven Bake addresses this by converting procedural textures into image textures. It works on any material regardless of complexity, with no constraints on specific nodes: choose the texture maps you need, adjust the output image resolution and settings, and click Bake.
Source-to-target baking transfers detailed information such as textures, normal maps, and ambient occlusion from a high-resolution model to a lower-resolution one, reducing polygon count while preserving visual detail for large scenes and game engines. Node baking sends the output of any shader node to an image texture, works inside node groups, and can automatically replace the selected socket after baking. Oven Bake also bakes materials using any shader nodes, not only Principled BSDF.
Output options include UDIMs for spreading textures across multiple UV tiles, channel packing to combine several textures into separate channels of one map, and vertex colors as an alternative to image textures. Customization covers UV map selection or Smart UV Project, image prefix, resolution, file extension, baking samples, margin, Cycles bake light influence, and normal type between DirectX and OpenGL.