git:20260524.d8318c7 to git:20261024.2a3ae26

9 added, 0 removed. Audit A to A.

---
name: maya-texture-bake
description: |-
Authoring stage — bake lighting, AO, normals, and custom maps from
high-resolution sources to texture files. Use when generating static
texture maps for game / render assets. Not for material assignment
(maya-materials) or UV layout (maya-uv-ops).
license: MIT
allowed-tools: Bash Read
metadata:
dcc-mcp:
dcc: maya
layer: domain
stage: authoring
version: 1.1.0
tags:
- maya
- baking
- textures
- ao
- lighting
- normals
search-hint: |-
bake texture map, AO normal, ambient occlusion, high to low res,
static map, transfer maps, bake lighting
tools: tools.yaml
groups: groups.yaml
---
# maya-texture-bake (Authoring stage)
Bake lighting / AO / normals / custom shading networks to image
textures via Maya's bundled bake workflow. All four scripts are
main-thread-affine and CPU-heavy — set realistic `timeout_hint_secs`
in `tools.yaml`.
## Scripts
+ - `bake_textures` — Sample a mesh's unlit material `baseColor`/`color` network
+ into non-empty IFF UV textures using Maya `convertSolidTx`. Each object must
+ have one mesh shape, one shading group and one surface material; ambiguous
+ assignments fail. `bake_type="diffuse"` means base-color sampling, not an
+ Arnold diffuse lighting pass. Arnold RTT, full-render, normals, AO and UDIM
+ baking are not implemented by this tool. The legacy `renderer="arnold"`
+ argument is retained, but results identify `backend="maya.convertSolidTx"`.
+ Renderer and selection are restored; partial failures retain verified files
+ and report per-object errors. `overscan` is retained but unused.
- `bake_lighting` — Bake full lighting (diffuse + shadows) to a texture via `convertLightmap`
- `bake_ambient_occlusion` — Bake AO using a `mib_amb_occlusion` shader
- `transfer_maps` — Transfer normals/displacement/diffuse from high-res to low-res mesh
- `list_bake_sets` — List existing bake set nodes in the scene