Turtle Bake Layer Editor

Use the Turtle Bake Layer Editor to organize the bake layers in your scene. See also Set up layers for baking with Turtle.

To open the Bake Layer Editor: Select Texture Baking > Bake Layer Editor (TURTLE) or Window > Material/Texture Baking Editors > TURTLE > Bake Layer Editor.

Bake Layers

This list (on the left) displays all bake layers in the scene. Select a layer in the list to make it active for assigning objects from the Target Surfaces list (on the right).

Target Surfaces

Displays objects assigned to the active/selected bake layer.

Source Surfaces

Use this list if you want to bake something on one object and transfer the result onto another object (also referred to as surface transfer).

The typical example is when you transfer lighting or shading information from a highly detailed mesh onto a low detailed version of the same mesh. The resulting texture maps (normal maps, displacement maps or light maps) can then be used on the low resolution mesh to make it look more detailed than it really is.

Scale and Texture Sizes

Opens the Turtle UV Size Assignment Editor (see below), which automatically assigns a texture size to each object in the bake layer.

Turtle UV Size Assignment Editor

Resolution Settings

Finds the object with the largest area in the layer and scales all other texture sizes in relation to the current area/max area quote. An object can never have a smaller texture size than the Min Resolution and never a larger resolution than the Max Resolution.

Turning on Create Quadratic Textures forces Turtle to take the largest dimension and make the texture size quadratic. Create Power of 2 Textures option makes the dimensions into power of 2 numbers (64, 128, 256...). The dimension value is always rounded up, for example 129 rounds up into 256.

Shared UV-set

Very similar to Compute Scale and Texture Sizes, but instead of calculating resolutions it calculates relative UV-spaces. The UV Padding determines the space between different UV patches.