Rendering to texture, or “texture baking,” is controlled by this dialog. Most of this dialog's controls are contained in its rollouts.
There are a lot of options for rendering to textures. These are the basic overall steps.
Ideally, the object will have a texture assigned to it, or lights and shadows that fall on it, and so on.
The elements you chose to render are rendered to files, and the baked texture is displayed in shaded viewports.
This rollout has the texture-baking controls for the current scene. It lets you control automatic unwrapping of the baked textures, map size, render settings, and where texture renderings are saved.
This rollout has controls for the texture baking of individual objects. It lets you choose which map channel the texture will use, which elements will be rendered, and at what sizes. It also lets you control filename generation, and assign the format of rendered texture elements.
This rollout lets you specify the elements to render and their attributes.
Material Baking operates on the entire Render To Texture session. It is not set per individual object.
These options specify how Render To Texture should behave when it automatically flattens UVs or chooses the map size of a baked texture.
This dialog lets you choose which elements will be part of a baked material. Each element is an individual bitmap. When you display a baked texture in shaded viewports, some elements might not display.
This dialog displays options for normal bump projection.