Render Selection to Texture

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.

The workflow is as follows:

Output Folder

A destination where the utility renders the selection to a texture map.

Resolution

The size of the image that is rendered to a texture map.

Camera Samples (AA)

Anti-aliasing quality used when rendering to a texture. More information can be found here.

Use Render Region

Enable/disable rendering of the specified region using options region_min_x, region_min_y, region_max_x, region_max_y.

Filter

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

Assign a different shader to that which is currently assigned to the object that you wish to be rendered to a texture.

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.

Enable AOVs

Choose which AOVs that you want to bake. Renders all AOVs.

Sequence

Renders a sequence of frames.