> For the complete documentation index, see [llms.txt](https://docs.shadersource.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.shadersource.io/assets-and-plugins/waterfall-tool-2/how-to-use/waterfall-tool-2-editor-mode/advanced-tab/bake.md).

# Bake

Bake the generated dynamic meshes to a static mesh asset.

### Buttons

* **Bake to Static Mesh**: Bake the generated dynamic meshes to a static mesh asset and assign it to the waterfall's static mesh component.

### Properties

* Waterfall Settings
  * **Show Dynamic Meshes in Game**: If this is true, the dynamic meshes will be visible in game, if false the static mesh will be visible in game.
* Bake Settings
  * **Combine Same Materials**: Whether to combine the same materials into one material slot or keep them separate per original mesh.
* Runtime Mesh
  * **Current Runtime Mesh**: The current static mesh assigned to this waterfall's static mesh component.
