SPA Material Baker V3 is now available on Fab – New baking, optimization, and GLB export features

Hi everyone,

SPA Material Baker V3 has been approved and is now available on Fab.

This update expands the material-baking workflow with several new features designed for preparing, baking, simplifying, and exporting Unreal Engine assets.

New V3 features include:

  1. Opacity Mask baking and automatic masked-material setup
  2. RGBA channel packing
  3. Shadow baking from Directional, Point, and Spot Lights
  4. Automatic decal detection and baking
  5. Decal displacement and Height Blend
  6. Sort Order support for overlapping decals
  7. Mesh Optimizer for combining multiple material indices into one baked material
  8. Existing UV, Repack UV, and Generate UV Atlas options
  9. Direct GLB export from selected Unreal Engine objects
  10. Optional JPG texture compression
  11. Improved Auto Material and UV dilation controls

The Mesh Optimizer is not a polygon-reduction tool. It is designed to combine multiple indexed materials into one final material with a consistent texture set.

I’ve also uploaded a complete V3 feature overview showing these tools on a practical environment asset.

Full V3 feature overview on YouTube:
[Add YouTube link]

SPA Material Baker on Fab:

I’d be happy to hear your feedback or answer any questions about the new workflow.