Reference/

Texture Bake Properties

Node Name specifies the name of the selected Texture Bake node. This node and its settings can be saved within a scene file to be reused in future sessions.

Low Resolution Mesh

Low Resolution Mesh specifies the first of two meshes required to extract a Normal or Displacement map. This mesh must have UV coordinates. This mesh is usually the lowest level of an object with multiple subdivision levels. The final Normal or Displacement map will represent the difference between the "Low Resolution Mesh" and the object specified as the "High Resolution Mesh"

Subdivision further subdivides the Low Resolution Mesh during texture baking. While texture baking normal maps this option can be left at "none". In order to create a smooth Displacement map you should begin by always setting this option to "Good".

High Resolution Mesh

High Resolution Mesh specifies the second of two meshes required to extract a Normal or Displacement map. The high resolution mesh typically carries the detail to be baked into the maps. This mesh does not need UVs.

Selection Set lets the user specify a selection set from a drop-down list as the high resolution mesh source in order to extract from multiple meshes. That is, a selection set must first be created for the multiple meshes you want to extract from.

Load Mesh From File provides the option to load the High Resolution Mesh from a specified file on the hard drive. The file specified must be exported prior to doing the texture bake operation at the subdivision level you want to extract the mesh from using File > Export Layer. Save as a .bio format file. The mesh is loaded into memory only during the extraction process and is loaded in sections if the computer is low on memory.

Subdivision subdivides further the high resolution mesh during the baking process in order to reduce possible facets that may appear in the map.

Output

Create Normal Map specifies that a Normal Map will be generated during the texture bake process.

NormalMapFilename sets a name for the output normal map. The file format extension should not be entered (eg. "myNormalMapName_"). For low resolution meshes with multiple UV tile spaces, adding the flag "%i" to the file name will output maps with sequential IDs.

Create Displacement Map specifies that a displacement map will be generated during the texture bake process.

Displacement Map Filename sets a name for the output displacement map. The file format extension should not be entered (eg. "myDispMapName_"). For low resolution meshes with multiple UV tile spaces, adding the flag "%i" to the file name will output maps with sequential IDs. Other flags include g, which will append the displacement range to the map name.

Map Output Format

Map Width specifies the width in pixels of the output map(s).

Map Height specifies the height in pixels of the output map(s).

File Type specifies the file format of the output maps. Supported formats include: .tif, .bmp, .png, .jpg and .tga.

Search Distance sets the total distance rays travel to find the high resolution mesh. Rays search on both sides of the low resolution mesh.

Advanced Settings

Smooth UVs smooths the positions of interior UVs of the Low Resolution Mesh during Texture Baking. Smooth UVs only smooths if Subdivision is on.

Extract Selected Low Res. Faces Only bakes maps from only the selected faces on the Low Resolution Mesh.

Fill Whole Maps fills areas that contain no information with an average color.

Edge Bleeding sets the number of pixels that values are extended beyond the borders of UV shells.

Ray Center determines which value to record if a ray intersects the high-resolution mesh more than once.

Test Both Sides specifies that rays are emitted from both sides of the Low Resolution Mesh during texture baking.

Multiple Map Support

Process Multiple Tiles specifies that multiple UV tiles are to be created as specified by the URange and UStart properties.

URange specifies the maximum number of UV tile regions along the U dimension for the Low Resolution Mesh.

Ustart sets the number extension to be assigned to the first map. If multiple maps are baked they will be assigned number extensions that are sequentially derived from the UStart.

Skip Empty Maps specifies that no maps will be generated for UV tile regions that contain no UVs.

Normal Map Settings

Normal Map Format sets the color depth for output normal maps. Options are:

Normal Map Space specifies the coordinate space for calculating normal maps. Options include:

Smooth Normals smooths the normals of the High Resolution Mesh during texture baking. When Off the normal map may show poly facets.

Preset sets texture bake options to common settings. Options are:

Orientation controls if the calculated base is right or left-handed.

Use Vertex Normals determines that the original vertex normal vector be used.

Index Source controls which faces will share the same TNB base. Options include:

Flip flips any of the TNB vectors.

Switch Tangent With Binormal switches the tangent and the binormal.

Derive Axis determines whether one of the base vectors will be calculated from the other two. The calculated vector will be orthogonal to the other two.

Orthogonalize Binormal To Tangent rotates the binormal vector to be orthogonal to the tangent vector.

Orthogonalize Tangent To Binormal rotates the tangent vector to be orthogonal to the binormal vector.

Orthogonalize Binormal To Normal rotates the binormal vector to be orthogonal to the normal vector.

Orthogonalize Tangent To Normal rotates the tangent vector to be orthogonal to the normal vector.

Displacement Map Settings

Displacement Format sets the color depth for output displacement maps. Options are:

Normalize To Search Distance remaps the results of the ray search into 0 to 1 color space for displacement maps, when the output map format is 8 bits or 16 bits. Normal maps always use -1 to 1 range.

Execution

Start launches the Texture Bake operation using the settings of the current Texture Bake node.

Cancel quits the Texture Bake operation without outputting a map and deletes the current Texture Bake node.