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.
- IPR display is disabled (Render to Disk only).
- UVs are required on the mesh.
- Polysoup primitive types are not supported.
Meshes: specify the OBJ level object.
Resolution
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.
Udims
Choose which Udims to use. e.g. 0:0 2:0 0:1 1:1 2:1 3:1 0:2 1:2 or 1002 1004 1023 1024
All Udims
Renders all Udims.
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 artifacts can appear if it's not set properly. This can be reduced if the scene scale is too small. This can be used to avoid precision artifacts.
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.
Meshes
Name of the mesh that is meant to be baked. The output image space will be in this mesh UV coordinates.