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How to Bake Materials in Autodesk 3ds Max

December 05, 2025

General Information

This guide is part of the RapidPipeline 3D Plugin Actions Knowledge Base. It shows how to Bake Materials on Autodesk 3ds Max; if you'd like to know more about it, please check out the following links:

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Tutorials & Videos

  1. On the Menu Bar, click on RapidPipeline and choose Load Plug-in.
  2. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  3. Inside the Plugin window, choose the Action Bake Materials.
  4. Press the Run button.
  • Use the 3ds Max Plugin
  • Select a part
  • Run an Action
  • Examine the results

This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to simplify the shader graph complexity of a model´s materials by baking atlases. For more information see the 3ds Max Plugin Documentation. The Add-On runs on a powerful 3D data optimization and automation toolset, for more about this see the 3D Processor Reference.

The asset used in this tutorial (https://skfb.ly/6VnPP) by Belzar Sirus is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Screenshot of the input model

The shoe input model and texture maps.

Screenshot of the output model

The shoe after the optimization, and the baked texture maps.

Here is a preview of the processing´s output: the input shoe (top) has 3 materials with 12 texture maps; and the output (bottom) has only 1 material with 3 texture maps.

Bake Materials Action

RapidPipeline menu button

  1. Select the model you want to optimize (if no selection is made, the whole scene will be processed). 3. Inside the Plugin window, choose the Action Bake Materials. 4. Press the Run button.

Screenshot of Load Plugin in the menu bar

Location of the UI in the Menu Bar.

Screenshot of the plugin with the Decimate Mesh button active

The Decimate Mesh action opened in the Plugin.

Examine the Results

To see the results with proper shading and the effect of the texture baking, enable “High Quality” from the Viewport Shading drop-down menu.

Screenshot of the Edged Faces option in the menu

"High Quality” option in the Viewport Shading drop-down menu.

You can compare the materials and texture count of input and output by selecting each of them and opening the Material Editor (shortcut M). Then, open the Materials menu and Get from selected from the top bar.

Screenshot of the input shoe with wireframe overlay

"Get from Selected” option in the Material drop-down menu.

Screenshot of the input shoe with wireframe overlay

Materials and textures from the input model.

Screenshot of the decimated shoe with wireframe overlay

Materials and textures from the output model.

Next Steps

Learn more about our Decimate and Bake Atlas action!

To get started with 3D data conversion and optimization today, sign up for a free account!

If you have any questions, feel free to chat with our human team.

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3D Knowledge Team

3D Technical Artists

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