The 3D Handbook
Key term

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.

bakingnormal-maps

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

Two cross-sections of a 90 degree low-poly corner with a rounded high-poly corner inside it. Left, the cage is two separate offset lines, one above the top face and one beside the side face, leaving an orange square gap at the corner. Right, the cage is one continuous line whose corner has been pushed out diagonally, with orange rays fanning around the corner.
Offsetting each face along its own normal tears the cage open at a hard edge. Averaging the normals keeps it closed and lets rays fan around the corner.Diagram by the handbook author

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

#Common mistakes

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

  1. Joe Wilson · The Toolbag Baking Tutorial · Marmoset, 2017 · article · accessed 2026-10-21
  2. Digital Extremes · Normal Map Baking · Warframe Steam Workshop guide · docs · accessed 2026-10-21
  3. Adobe · Common parameters (Substance bakers) · Substance 3D Bakers documentation · docs · accessed 2026-10-21
  4. Blender Foundation · Render Baking (Cycles) · Blender Manual (2.93), 2021 · docs · accessed 2026-10-21
  5. Polycount forum (mikhga, Shadow2Matrix and others) · Mobile Asset and Optimization. Tips Please · Polycount, 2015 · forum · accessed 2026-10-21
  6. EarthQuake (Joe Wilson) · Making sense of hard edges, uvs, normal maps and vertex counts · Polycount forum, 2012 · forum · accessed 2026-10-21
  7. Adobe · How to bake mesh maps · Substance 3D Painter documentation · docs · accessed 2026-10-21
  8. SideFX · Labs Maps Baker 5.0 geometry node · Houdini documentation · docs · accessed 2026-10-21
  9. Adobe · Mesh parts bleed between each other · Substance 3D Bakers documentation · docs · accessed 2026-10-21
  10. Polycount forum (EarthQuake, MoP, PredatorGSR and others) · Normal map with weird angle · Polycount, 2010 · forum · accessed 2026-10-21
  11. Simon Péloquin (guide); Arti Sergeev (editor) · Best Practices for Hard Surface Normal Map Baking · 80 Level, 2018 · article · accessed 2026-10-21

Also consulted

  • Marmoset · Baking Tips & Tricks · Marmoset Toolbag documentation, 2025 · docs · accessed 2026-10-21

Last updated 2026-10-22