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sakalond edited this page Oct 28, 2026 · 2 revisions

A StableGen texture is a projection material that combines the camera images at render time. To use the result elsewhere, bake it into ordinary UV textures, then export. All exported files are written to the current run folder in the output directory; see Output files.

Bake Textures

Bake in the panel footer (Bake Textures in the legacy panel) bakes the projected material of each target object into UV image maps with Cycles. It uses the Target objects setting to decide which meshes to bake. In the StableGen panel, the button is disabled while projection settings have changed but not been reprojected.

The Bake Textures dialog with its default options

Option Default Purpose
Texture Resolution 2048 Size of each baked map, 128 to 8192.
Render Samples 16 Cycles samples for the bake.
Denoise Baked Textures On Denoise the result.
Unwrap Method Smart UV Project How to create the bake UVs (see below).
Overlap Only Off Unwrap only objects whose existing UVs overlap.
Add Material On Create a material named <object>_baked that uses the baked maps.
Bake & Continue Refining Off Put the baked texture back into the StableGen projection material and remove the earlier projection images, so you can continue with Refine or Local Edit on a lighter material.
Bake PBR Maps On Bake each PBR channel to its own map. See PBR maps.
Pack ORM Texture Off Also write a packed occlusion, roughness and metallic map.
Normal Convention OpenGL (Y+) OpenGL (Y+) or DirectX (Y-).

Unwrap methods:

Method Notes
None Use the existing UVs.
Cube Project Fast; suitable for very dense meshes such as TRELLIS.2 output.
Smart UV Project A balance of quality and speed.
Basic Unwrap Angle-based unwrap. Best quality but very slow on dense meshes.
Lightmap Pack Lightmap Pack with default settings.
Pack Islands Pack the existing islands.

An object without its own UV map is always unwrapped, even with None. The bake is written to a UV map named BakeUV. The color map is saved as baked/<object>.png.

Bake & Continue Refining applies only to objects baked as a plain color map; objects baked through the PBR path keep their baked material.

Export for Game Engine

Export in the panel footer (Export for Game Engine in the legacy panel) exports meshes and their rigs. It exports the materials currently on the objects and does not bake, so run Bake first.

The Export for Game Engine dialog: Format, Objects, Apply Transforms and Export Animations

Option Default Purpose
Format glTF Binary (.glb) glTF Binary (.glb), glTF + Textures (.gltf) (separate .gltf, .bin and image files), or FBX (.fbx) with embedded textures, for example for Unreal Engine.
Objects Selected Selected meshes or All Mesh visible meshes. Armatures that deform them are included automatically.
Apply Transforms On Apply object transforms. Skipped for rigged exports.
Export Animations Off Include animation actions.

Selecting an armature also includes the meshes it deforms. Hidden objects and objects in collections whose names contain not_exported are excluded. glTF exports include tangents and use Y-up. The file is saved as baked/<first mesh name>.glb (or .gltf or .fbx).

FBX does not record which UV map a texture uses, so engines such as Unreal Engine read every texture through the first UV channel. When a mesh's materials all use one UV map, as after Bake (the BakeUV map), FBX export writes that map as the first channel. Material slots that no face uses, such as the projection material kept beside the baked one, are left out of the file. The mesh in Blender is unchanged.

A level in Unreal Engine 5.7 built only from StableGen assets, baked and exported with Export: buildings, props, foliage and five rigged characters, and the imported assets in the Content Browser

Orbit GIF and MP4

Export orbit GIF / MP4 on the Tools page (Export Orbit GIF/MP4 in the legacy panel) renders a turntable of the active object from the scene camera's distance and height, and saves both orbit.gif and orbit.mp4 in the run folder. It requires an active mesh or empty and a scene camera.

Option Default Purpose
Duration (seconds) 5.0 Length of one orbit.
Frame Rate (fps) 24 Frames per second.
Resolution % 50 Percentage of a 1024 × 1024 frame.
Samples 32 Render samples.
Render Engine Cycles Workbench, Eevee or Cycles. Use Cycles to show an unbaked projection material.
Rotation Curve Linear Linear or Ease In/Out.
HDRI Environment Off Use the world's environment texture, for example one added with Add HDRI lighting. Without one, a temporary sky is used.
Environment Rotation 0° Initial rotation of the environment.
Environment Mode Fixed Fixed (the environment stays still), Locked (it rotates with the camera, so lighting looks the same from every angle), Counter-Rotate, or Environment Only (the camera stays still and only the environment rotates).
Denoise On Denoise Cycles renders.
GPU Compute On Render Cycles on the GPU. Blender 5.1 and later.

The background is rendered transparent.

An orbit GIF of the textured courier made with Export orbit GIF / MP4: 4 seconds at 20 fps, 40 % resolution, Cycles, transparent background

3D printing

Enable Enable 3D Printing in the add-on preferences. The tools then appear on the 3D printing page, opened from the More menu. In the legacy panel they are in a separate StableGen Print sidebar tab.

The exporters convert the texture into filament colors for multi-material printers.

The 3D printing page: (1) the filament palette, (2) dithering, (3) Make Solid, (4) the preview commands and (5) the exporters

Filament palette

Choose a Print Preset or build your own palette (1):

Preset Palette
CMYW (Dithered) Cyan, magenta, yellow and white, mixed by dithering. Default.
CMYK (Dithered) Cyan, magenta, yellow and black, mixed by dithering.
CMYW + Mixes (Non-Dithered) The four CMYW colors plus 1:1, 2:1 and 1:2 mixes of each pair, as solid colors.
CMYK + Mixes (Non-Dithered) The same for CMYK.
Custom Your own colors. Adding, removing or editing a color switches to Custom.

With Dithered (Full Spectrum) (Full-spectrum dithering, 2) enabled, colors are mixed by alternating filaments across layers. Layer Height (default 0.08 mm) and Model Height (default 50 mm) define the layer stack. Without dithering, each face is printed in the closest filament, and Island cleanup passes and Saturation cutoff remove small noisy color islands.

Show Advanced Settings exposes the color solver. Color mixing model defaults to Kubelka-Munk, a pigment-mixing model; Linear Additive and Linear Subtractive are alternatives. Saturation Penalty prevents desaturated colors from being mixed into saturated regions; high values favor primary colors.

Preview

The preview commands are Colors, Slices and Clear on the page (4).

Command Effect
Preview Palette Colors Shows the quantized colors on the active mesh in Solid shading.
Preview Slices Slices and dithers the active mesh and shows the printed layers as a preview object, SG_SlicedPreview. Runs in the background.
Clear Preview Removes the previews and restores material display.

The baked texture of the courier, and Preview Palette Colors with the CMYK (Dithered) preset

Make Solid

AI-generated meshes are often open or have internal geometry. Make Solid (Solid print preparation, 3) (in the print settings, and as a command on the Tools page) keeps the outer shell found by ray casting from Raycast Angles directions, deletes internal geometry and fills holes at the bottom. When Make Solid is enabled in the print settings, the STL and 3MF exporters run it on a temporary copy; this requires running Preview Palette Colors first. Keep Largest Island removes disconnected fragments.

Exporters

The exporters are the STL, 3MF and Textured OBJ buttons (5).

Exporter Output Notes
Export 3MF baked/<first mesh>.3mf Multi-color 3MF with per-triangle colors and project metadata for OrcaSlicer, Bambu Studio and PrusaSlicer.
Export STL baked/<first mesh>.stl Geometry only, without color. Refuses meshes that are not closed unless Make Solid is used.
Export Textured OBJ baked/<object>_textured_print.obj with .mtl and texture For slicers that read image textures. Requires a baked base color image; run Bake first. Refuses open or non-manifold meshes.

Each exporter offers Objects (Selected or All Mesh) and Apply Transforms.

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