Texture Baking Modes
Texture Baking Modes
Flatiron provides two methods for baking multiple scene objects into a single texture map:
- Single Pass
- Multi Pass
Each mode offers different advantages depending on your scene, renderer, and workflow requirements.
Single Pass
In Single Pass mode, all objects are baked in a single render operation.
This is the default mode and typically the fastest option.
Advantages
- Faster render times
- Renderer initializes only once
- Shared calculations are reused across all objects
Limitations
- Some renderers may not support all features in this mode
- Object-specific settings (e.g. don’t cast shadows) may be ignored in certain legacy renderers
Note
Older versions of V-Ray (prior to 1.50SP4a) and Brazil may not fully support object-specific settings in Single Pass mode. Updating your renderer is recommended.
Use Single Pass whenever possible for maximum performance and efficiency.
Multi Pass
In Multi Pass mode, each object is baked individually and then combined into a single texture map.
Characteristics
- Slower than Single Pass due to repeated render initialization
- Higher memory and processing overhead
- May introduce limitations with certain image formats at high resolutions
When to Use Multi Pass
- When using object-specific render settings with legacy renderers
- When distributing renders across multiple machines (render farm workflows)
- When encountering rendering artifacts (e.g. missed raycasts) in Single Pass mode
- When higher bake accuracy is required in complex scenes
Multi Pass can provide more reliable results in edge cases, especially when working with older renderers or highly specific rendering setups.
Choosing the Right Mode
- Use Single Pass for speed and standard workflows
- Use Multi Pass for compatibility, control, or troubleshooting
The optimal choice depends on your renderer, scene complexity, and production requirements.