From BlenderWiki
Note: documentation in progress, to be incorporated in one of the following:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake
Render Baking
Refer to Blender main Render page for general baking guidelines: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake
Cycles uses the render settings (samples, bounces, ...) for baking. This way the quality of the baked textures should match the result you get from the rendered scene.
Options
Bake Mode
Combined
Bakes all materials, textures, and lighting except specularity and SSS.
Ambient Occlusion
Bakes ambient occlusion as specified in the World panels. Ignores all lights in the scene.
Shadow
Bakes shadows and lighting.
Normals
Bakes normals to an RGB image.
- Normal Space
- Normals can be baked in different spaces:
- World space
- Normals in world coordinates, dependent on object transformation and deformation.
- Object space
- Normals in object coordinates, independent of object transformation, but dependent on deformation.
- Tangent space
- Normals in tangent space coordinates, independent of object transformation and deformation. This is the default, and the right choice in most cases, since then the normal map can be used for animated objects too.
- Normal Swizzle
- Axis to bake into the red, green and blue channel.
For materials the same spaces can be chosen as well, in the image texture options, next to the existing Normal Map setting. For correct results, the setting here should match the setting used for baking.
UV
Bakes colors of materials and textures only, without shading.
Emit
Bakes Emission, or the Glow color of a material.
Environment
Bakes the environment as seen from the center of the object.
Diffuse Color/Direct/Indirect
Bakes the diffuse pass of a material. Diffuse Color is a property of the surface and independent of sampling refinement.
Glossy Color/Direct/Indirect
Bakes the glossiness of a material. Glossy Color is a property of the surface and independent of sampling refinement.
Transmission Color/Direct/Indirect
Bakes the transmission of a material. Transmission Color is a property of the surface and independent of sampling refinement.
Subsurface Color/Direct/Indirect
Bakes the subsurface pass of a material. Subsurface Color is a property of the surface and independent of sampling refinement.
Additional Options
- Width
- Horizontal dimension of the baking map.
- Height
- Vertical dimension of the baking map.
- Margin
- Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
- File Format
- File format to save the baked images as.
- Select to Active
- Bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
- Cage Extrusion
- Distance to use for the inward ray cast when using selected to active
- Cage
- Object to use as cage (instead of the lowpoly object).
Cage
When the base mesh extruded doesn't give good results, you can create a copy of the base mesh, and modify it to use as Cage. Both meshes need to have the same topology (and UV).
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