Add mesh baker node to TextureGraph

Feature:

Add a mesh baker node to TextureGraph that takes:

1. A static mesh asset

2. Transform related params like offset, scale, rotation, randomness and duplication

3. A post-process material asset and related settings

Outputs:

Render the mesh(es) to a texture

Use Case:

1. Mesh based icon texture maker.

Let’s say we want to make masked icons for inventory items that already have the corresponding mesh and material.

Currently we can achieve this via high-res screenshoot with custom depth enabled and edit the icon outside. This feels super inflexible if the mesh got updated in the future we need to run the whole processing.​

But with TextureGraph, we can update the icons with a single click at anytime the mesh got updated.

2. ​Bake maps for effect textures.

Just like the current procedural nodes, but generated with custom mesh instead of simple geometry.

Of course we can bake such textures in Substance Designer or some other outside softwares.

But with TextureGraph, we can benefit from the flexibility of Unreal’s material system, we can extract the infos we want via post-processing material.

Just think we can make Lyra’s magical rotatingcube_sprite_Cd_0 texture all within the ue editor.

Hello,

Thank you for your feature request, I’ve submitted an internal request with the information provided in this ticket.