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:
A destination where the utility renders the selection to a texture map.
The size of the image that is rendered to a texture map.
Anti-aliasing quality used when rendering to a texture. More information can be found here.
Enable/disable rendering of the specified region using options region_min_x, region_min_y, region_max_x, region_max_y.
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 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
Renders all Udims.
Choose which AOVs that you want to bake. Renders all AOVs.
Renders a sequence of frames.
Further examples of render selection to texture |