For more information on bake sets, see Bake sets.
This option is on by default. When turned on, the Orthogonal Reflection option causes all reflection rays to be orthogonal to the surface being baked. They are no longer true reflection rays, pointing instead parallel to the surface normal vectors, but the resulting baked texture or vertex colors are meaningful when viewed later from any direction. This option should be turned on if the textures or vertex colors generated are to be used as textures in a game engine.
Turn this option off if you are baking in order to accelerate software rendering and the reflections are only viewed from the baked position. However, in this case, the textures or vertex colors generated are not for use as textures in a game engine.
If final gathering is baked to vertices and the scene contains high frequency information, discontinuities in the color channel may become visible. This artifact becomes especially apparent if low final gather quality settings are used. Filtering baked vertex colors yields the desired smooth look.
Provide a small positive filter size as argument to this parameter (it is multiplied by the object's bounding box size to obtain the absolute size). Set the Filter Size value to -1 to turn filtering off. Set the value to 0 or larger to turn it on.
Start with values in the 0.1 range as this value is multiplied by the object’s bounding box size to obtain the absolute size. This process also allows smaller values to be used for the Accuracy attribute in the Render Settings: mental ray tabs(Indirect Lighting tab > Final Gathering section) for faster performance although accuracy of results may need to be taken into account.
Lower final gather quality settings require larger filter sizes to get a smooth look and renders are less accurate. In general, the final gather quality should be raised as long as rendering times are acceptable; then the filter size should be increased until the desired smooth look is obtained. A tiny filter size may suffice; it enforces that baked colors are shared at vertices which have identical positions and normals.
The filter normal tolerance in degrees (0 to 180).
This lets you adjust the angular tolerance for smoothing value across faces.
Vertices whose angular separation is greater than the entered value are not taken into consideration for filtering so that crisp transitions are maintained across hard edges, and undesired color bleed doesn’t occur.
After adjusting this option, repeat the prelight operation to test. When a fairly smooth result is obtained, use the Filter Size to adjust further.
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