Shading, lighting and texturing of sphere is baked and saved to a texture map


Converts illumination, shadow, shading, and textures to a single file texture that can be used as a texture map. 

  • Unique UV's are required for the geometry that you wish to render to a texture because Arnold does not allow different sets of UV's. This means, for example, any textures that are tiled will not work as expected. 
  • Ensure that the normals for your geometry are pointing in the correct direction before texture baking.

Make sure the selected object is enabled. For instance if it's under a Cloner or the render flag is turned off, then the object is not exported to Arnold and the baking has no output.

The Extend Edges feature supports only 32-bit linear outputs (e.g. EXR and TIFF). JPG and PNG formats are not supported in this mode.

Object

Objects

Select the objects whose textures you want to bake.

Override Material

Assign a different shader to that which is currently assigned to the object that you wish to be rendered to a texture.

UV Set

Choose which UV set to use. When empty (by default), the native UV coordinates will be used.

AOVs

Choose which AOVs that you want to bake. Renders all AOVs.

Polygon Selections

Choose to bake polygon selections.

Output

Output Folder

A destination where the utility renders the selection to a texture map.

Resolution 

The size of the image that is rendered to a texture map.

Format

Choose which file format you want to save to. The default is EXR. Click on the arrow button to specify settings of the selected driver (e.g. filter, merge AOVs, etc.).

 

 

Filter

The filter type used for averaging individual subpixel samples into a final pixel color. More information can be found here.

Baking

Camera AA

Anti-aliasing quality used when rendering to a texture. More information can be found here.

U Offset

Offset applied on the U coordinates during the render. This can be used to render UVs out of the [0,1] range.

V Offset

Offset applied on the V coordinates during the render. This can be used to render UVs out of the [0,1] range.

U Scale

Determines how the output image will scale in the U range.

V Scale

Determines how the output image will scale in the V range.

Surface Offset

Precision factor that is currently needed to perform the baking. Rays will be sent from an offset along the triangle normal. This value depends on the scale of the scene, and artefacts can appear if it's not set properly.

Extend Edges

This parameter fixes the black borders appearing in UV seams. In post-render, all the empty regions are filled with the nearest non-empty mipmap level. This way, when this image will be looked up at render time, the texture filtering won't darken the result as it extends to UV regions where no triangle exists. This parameter is enabled by default. Only 32-bit linear output is supported. It isn't supported if the driver is in "tiled" mode.

Animation

Allows you to bake animated textures.

Frame Range

Specifies the range of frames to be baked.

  • Use Render Settings: frames specified for render (Render Setting / Output).
  • Current Frame: exports only the current frame.
  • Custom: exports frames specified by the Frame start/end/step settings.

Frame Start

Specifies the start frame of the animation (used in Custom mode).

Frame End

Specifies the end frame of the animation (used in Custom mode).

Frame Step

The increment between the frames to be exported (used in Custom mode).

 

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