Render Selection to Texture - Arnold for Maya
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.
- Unique UV's are required for the geometry that you wish to render to a texture because Arnold does not allow different sets of UV's. This means, for example, any textures that are tiled will not work as expected.
- Ensure that the normals for your geometry are pointing in the correct direction before texture baking.
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.
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.
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Further examples of render selection to texture |