Rendering to texture, or "texture baking,” allows you to create texture maps based on an object's appearance in the rendered scene. The textures are then “baked” into the object: That is, they become part of the object via mapping, and can be used to display the textured object rapidly on Direct3D devices such as graphics display cards or game engines.
You can render to textures using the Scanline Renderer or the mental ray renderer. The iray renderer and Quicksilver Hardware renderer don't support Render To Texture.
Typical Texture Baking Method
Banana object in a lighted room
Banana object selected
In this dialog, you can also choose various display options for showing the baked texture in shaded viewports.
After you click Render in the Render To Texture dialog, a number of things happen. (This is a typical set of events; the dialog gives you a lot of control over how texture baking actually occurs.)
Lighting map of the banana
By default, the texture type is Targa, and the element maps are placed in the \images subfolder of the folder where you installed 3ds Max.
The new textures are “flat”: In other words, they are organized according to groups of object faces.
This modifier manages the mapping of the flattened texture to faces of the object, and lets you adjust that mapping if necessary.
Flattened texture-mapping coordinates for the banana
The Shell material lets you access both materials and adjust their settings, if necessary. It also lets you choose which material to view, the original material or the texture-baked material, in shaded viewports or in renderings.
New shell material contains the banana's original material (below left) and the baked texture (below right).
Rendered light map applied to the banana
With the light map, banana appears lit even when lights are turned off.
That is texture baking in a nutshell.
For best results, Logarithmic exposure control is recommended for Render To Texture.
If Linear or Automatic exposure controls are used, each object will have different lighting levels, generating a different histogram. Each object renders as if it had a different light level and in some cases, you may not get a rendering at all. This happens because Linear and Automatic exposure controls are view dependent.
Logarithmic Exposure Control is not view dependent, and will reproduce the image correctly. See the Exposure Controls topic for more information about Linear, Automatic and Logarithmic exposure controls.