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Converts illumination, shadow, shading, and textures to a single file texture that can be used as a texture map.
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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.
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Output Folder
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A destination where the utility renders the selection to a texture map. |
Resolution
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The size of the image that is rendered to a texture map. |
Camera Samples (AA)
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Anti-aliasing quality used when rendering to a texture. |
More information can be found here.
Filter
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The filter type used for averaging individual subpixel samples into a final pixel color. |
More information can be found here.
Filter Width
Choose the width of the subpixel sample averaging filter, in pixels. More information can be found here.
Shader Override
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Assign a different shader to that which is currently assigned to the object that you wish to be rendered to a texture. |
UV Set
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Extend Edges
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Udims
Choose which Udims to use.
All Udims
Renders all Udims.
U Start
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V Start
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U Scale
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V Scale
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Enable AOVs
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Choose which AOVs that you want to bake. Renders all AOVs. |
Normal Offset
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Sequence
Renders a sequence of frames.
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Baked texture re-assigned to room using a surface shader |