Since Mudbox is node based, multiple Texture Bake nodes can be created and their settings saved with the assets in the Mudbox scene file, to be reused in future sessions. Also, these nodes can be used with other assets and shared with colleagues.
Below are listed several of the main options for the Texture Bake node. For a more comprehensive list visit Texture Bake Properties.
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".
Smooth Texture Coordinates smooths the positions of interior UVs of the Low Resolution Mesh during Texture Baking. Smooth Texture Coordinates only smooths if Subdivision is on.
Selection Only bakes maps from only the selected faces on the Low 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.
Load Mesh From File provides the option to load the High Resolution Mesh from a specified file on the hard drive. 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.
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 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.