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Bake sets are an abstraction derived from objectSet, which allows objects to be collected together and associated with various parameters which drive the baking process. For more detailed descriptions, see the concrete subclasses, textureBakeSet and vertexBakeSet.

This node is abstract

Node nameParentsMFn typeCompatible function sets

Related nodes

textureBakeSet, vertexBakeSet, objectSet

Attributes (8)

alphaMode, bakeAlpha, colorMode, customShader, normalDirection, occlusionFalloff, occlusionRays, orthogonalReflection

Long name (short name)TypeDefaultFlags
bakeAlpha (alpha) bool0outputinputconnectablestorable
Activate this option to bake an alpha channel in addition to RGB.
alphaMode (mode) enum1outputinputconnectablestorable
When baking an alpha channel, this attribute determines what the data in the alpha channel represents. The "Pass Through" options is probably only of interest for custom shader usage within Maya. The returned baked 'color' alpha component is retained, and especially not further affected by Maya's matte channel. Custom shaders usually set the fourth component of a mental ray 'color' to provide the alpha channel.
occlusionRays (mor) integer64outputinputconnectablestorable
occlusionRays and occlusionFalloff controls "Occlusion" color mode. occlusionRays specifies number of occlusion rays to trace per sample point.
occlusionFalloff (mof) float0outputinputconnectablestorable
occlusionRays and occlusionFalloff controls "Occlusion" color mode. occlusionFalloff specifies the maximum length of an occlusion ray. Rays longer than the falloff are considered "un-occluded".
colorMode (clm) enum0outputinputconnectablestorable
The lighting information to be computed. Light and Color computes both the incoming light and surface color to produce the final color. Only Light computes incoming light (both direct and indirect lighting). Only Global Illumination gives global illumination(indirect light) only. Occlusion computes grey scale value of how much of light reaches the point. Custom Shader relies on customShader to compute data.
orthogonalReflection (orf) bool0outputinputconnectablestorable
Reflection is view dependent because reflection changes depending on viewing angle. Baking the reflection from a particular viewing angle could be undesirable, especially if the lightmap information is used in camera-fly environment. If OrthogonalReflection is on, a surface normal is used to compute reflection instead of eye ray. The reflection becomes more like an environment map.
normalDirection (ndr) enum1outputinputconnectablestorable
Specify the normal vector direction to be used during lighting calculation.
customShader (csh) Messagen/aoutputinputconnectable
Connect a cusom material shader to customShader to customize the lighting calculation. The shader is called during baking process, and is responsible for computing lighting. For texture baking, the shader should return a single color value per vertex, which will then be interpolated within a triangle and be written to a lightmap texture. For vertex baking, the shader can return more than a single color value, provided that the output structure of the shader is fixed. The data computed during vertex baking is accessible after baking is complete.