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.
The workflow is as follows:
- Select the geometry that you wish to render to a texture map and go to Arnold> Utilities> Render Selection to Texture.
A destination where the utility renders the selection to a texture map.
Anti-aliasing quality used when rendering to a texture. More information can be found here.
The filter type used for averaging individual subpixel samples into a final pixel color. More information can be found here.
Choose the width of the subpixel sample averaging filter, in pixels. More information can be found here.
Assign a different shader to that which is currently assigned to the object that you wish to be rendered to a texture.
Choose which UV set to use. When empty (by default), the native UV coordinates will be used.
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.
Choose which Udims to use.
Renders all Udims.
Offset applied on the U coordinates during the render. This can be used to render UVs out of the [0,1] range.
Offset applied on the V coordinates during the render. This can be used to render UVs out of the [0,1] range.
Determines how the output image will scale in the U range.
Determines how the output image will scale in the V range.
Choose which AOVs that you want to bake. Renders all AOVs.
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. This can be reduced if the scene scale is too small. This can be used to avoid precision artifacts.
Renders a sequence of frames.
Baked texture re-assigned to room using a surface shader