Blender has these options for baking texture maps:
Ambient Occlusion

Unity has these options under Material for texture maps:
Detail Mask

Would someone clear up the confusion for me?
(Unity = Blender)
Albedo = Diffuse
Metallic = ?????
Normal = Normal
Height = ?????
Occlusion = Ambient Occlusion (If I create these for my assets, does that mean less time baking light in Unity?)
Emission = ?????
Detail Mask = ?????

Thanks for your help with this. I'm having a hard time finding any reference. I might not be searching the correct key terms.


1 Answer 1


Well, I can help with some of these. the Metallic shader is a mask between what you want to be metal and what you don't. Height map is the same as a bump map, Emission acts like the Metallic, except seperating emission instead of metal.

I hope this is useful.

  • $\begingroup$ Thanks for the info. "Bump" isn't an option in Blender for baking. Does Bump correspond to Shadow, or Roughness ? $\endgroup$ Commented Sep 2, 2019 at 19:58
  • $\begingroup$ A bump map acts similar to a normal map, but a bump map can be used to alter the geometry of the mesh. For instance, if you want major bump, like bump that would turn a plane into a landscape, you would subidvide the mesh a ton, and then you would add the bump map with a displacement modifier. (bump maps can also be used for materials like a normal map., I think that normal maps are supposed to have more detail.) $\endgroup$
    – Millard
    Commented Sep 2, 2019 at 20:13
  • $\begingroup$ Normal maps do not necessarily have more detail, and they can be used for displacing the geometry as well. The difference is that a normal map usually holds a 3-dimensional vector value for each pixel to manipulate the original normal of a surface. So it gives the illusion that the normal in that pixel is not pointing straight up in +Z direction, but in a apparently different direction determined by the RGB values. A bump map or height map only holds greyscale values as information about the height on the local Z axis. This value can be converted in normal information or displacement. $\endgroup$ Commented Apr 30 at 8:27
  • $\begingroup$ However a normal map cannot really convey general height differences very well. It is mostly determining a height difference between neighbouring pixels and the resulting angle of the slope between giving the "fake" surface normal pointing in this angle's direction. So when you have a height map and one pixel is at Z = 0.5 and the other at 0.4, the angle going down from one to the other is the same as for two pixels at 0.2 and 0.1, so the normal map would give the same RGB value there for the slope angle, but when you use a height map for displacement, those are different heights. $\endgroup$ Commented Apr 30 at 8:34

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