Bake cage
An inflated copy of the low poly that tells the baker where rays start and which direction they travel; averaged cages avoid gaps at hard edges, and a cage that is too large or too small causes most projection errors.
A bake cage is an inflated copy of the low-poly mesh that defines where the baker's rays start and which way they travel. Marmoset: "A cage is essentially a copy of your low poly that expands outward to enclose the high poly" (Marmoset: The Toolbag Baking Tutorial). Some tools call it a projection mesh or envelope; the Warframe guide treats "a cage or bake envelope" as "essentially equivalent" (Warframe Steam Workshop guide: Normal Map Baking).
#Why it matters
During a bake, rays travel from the cage inward to the low poly and record the high-poly surface they hit. The cage therefore controls two things:
- Distance. It must enclose the high poly, but only "just far enough to cover the highest points" (Marmoset: The Toolbag Baking Tutorial). "If the cage extends too far, it can cause problems with complex meshes that have overlaps or tight corners" (Marmoset: The Toolbag Baking Tutorial): rays catch nearby parts. Too close, and rays start inside the high poly and miss it.
- Direction. Rays travel along the cage's vertex normals. This decides whether hard edges cause gaps and whether details skew.
Without a cage, bakers use ray distances instead. Substance's frontal and rear distances have "no effect when a Cage is used" (Substance 3D Bakers documentation: Common parameters); Blender's Max Ray Distance "is only available when not using Cage" (Blender Manual: Render Baking).
#Averaged versus split cages
If your low poly has hard edges, its vertices have split normals. A cage built from those normals splits too. Marmoset describes this unsmoothed cage as one that "results in gaps or seams at hard edge borders and is generally not recommended" (Marmoset: The Toolbag Baking Tutorial). On Polycount, mikhga explains that without averaging "the cage will physically split at that edge, and cause artifacts along those edges" (Polycount: Mobile Asset and Optimization. Tips Please).
An averaged (smoothed) cage "ignores the low poly mesh normals when determining the projection direction" (Marmoset: The Toolbag Baking Tutorial). EarthQuake: "This method will ignore your lowpoly mesh normals", and with it "you can use hard edges along uv borders with no negative side effects" (Polycount forum: Making sense of hard edges, uvs, normal maps…). Substance's Average Normals option does the same, computing "the average normal of a vertex to know in which direction to send rays" (Substance 3D Bakers documentation: Common parameters).
#Making and editing a cage
- Marmoset Toolbag generates a cage automatically; you set its offset and can paint it. "By default the offset map is set to an even gray to provide room to sculpt the cage in both directions" (Marmoset: The Toolbag Baking Tutorial). You can also paint skew to correct details "recorded poorly due to an off-axis projection direction" (Marmoset: The Toolbag Baking Tutorial).
- Substance 3D Painter offers three methods: distance based ("inflate the vertices away from the mesh a uniform distance"), automatic (experimental), or a custom cage file, which must have "the same number of vertices as the base mesh" (Substance 3D Painter documentation: How to bake mesh maps). Red spots in the viewport mark cage intersections (Substance 3D Painter documentation: How to bake mesh maps).
- Blender uses Selected to Active with an optional Cage object; Cage Extrusion sets the "distance to use for the inward ray cast" (Blender Manual: Render Baking).
- Houdini Labs Maps Baker can visualise "the cage or tracing distance" when tracing along surface normals (Houdini documentation: Labs Maps Baker 5.0 geometry node).
- Manual cage: duplicate the low poly and "push out the vertices along their normal", as mikhga describes (Polycount: Mobile Asset and Optimization. Tips Please). Keep the vertex count and order identical.
#Common mistakes
- Cage too large: rays hit neighbouring parts (Marmoset: The Toolbag Baking Tutorial; Substance 3D Bakers documentation: Mesh parts bleed between each other).
- Cage too small: parts of the high poly poke through it and are missed.
- Split cage on a mesh with hard edges: seams along every hard edge (Marmoset: The Toolbag Baking Tutorial).
- Custom cage with a different vertex count from the low poly: it will not load correctly (Substance 3D Painter documentation: How to bake mesh maps).
- Not having a cage at all on complex shapes. The 80 Level guide: "Make sure to have a proper cage that envelops your whole high poly" (80 Level: Best Practices for Hard Surface Normal Map…).
#Related terms
baking · bake groups and exploded bakes · fixing baking artefacts · smoothing, hard edges and smoothing groups · the high-to-low workflow · normal map
#Further reading and watching
References
- · The Toolbag Baking Tutorial · Marmoset, 2017 · article · accessed 2026-10-21
- · Normal Map Baking · Warframe Steam Workshop guide · docs · accessed 2026-10-21
- · Common parameters (Substance bakers) · Substance 3D Bakers documentation · docs · accessed 2026-10-21
- · Render Baking (Cycles) · Blender Manual (2.93), 2021 · docs · accessed 2026-10-21
- · Mobile Asset and Optimization. Tips Please · Polycount, 2015 · forum · accessed 2026-10-21
- · Making sense of hard edges, uvs, normal maps and vertex counts · Polycount forum, 2012 · forum · accessed 2026-10-21
- · How to bake mesh maps · Substance 3D Painter documentation · docs · accessed 2026-10-21
- · Labs Maps Baker 5.0 geometry node · Houdini documentation · docs · accessed 2026-10-21
- · Mesh parts bleed between each other · Substance 3D Bakers documentation · docs · accessed 2026-10-21
- · Normal map with weird angle · Polycount, 2010 · forum · accessed 2026-10-21
- · Best Practices for Hard Surface Normal Map Baking · 80 Level, 2018 · article · accessed 2026-10-21
Also consulted
- · Baking Tips & Tricks · Marmoset Toolbag documentation, 2025 · docs · accessed 2026-10-21
Pages that link here
- The game asset pipeline Topic
- UV, retopology and baking tools Reference
- Floaters Key term
- The high-to-low workflow Topic
- Baking Topic
- Bake groups and exploded bakes Key term
- Fixing baking artefacts Guide
- Exercise: your first game-ready prop Exercise
- A 12-month learning roadmap Guide
Last updated 2026-10-22