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:
- Opacity Mask baking and automatic masked-material setup
- RGBA channel packing
- Shadow baking from Directional, Point, and Spot Lights
- Automatic decal detection and baking
- Decal displacement and Height Blend
- Sort Order support for overlapping decals
- Mesh Optimizer for combining multiple material indices into one baked material
- Existing UV, Repack UV, and Generate UV Atlas options
- Direct GLB export from selected Unreal Engine objects
- Optional JPG texture compression
- 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.